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AGDG - Ameteur games (for children) Development General

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Thread replies: 816
Thread images: 165

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We will deliver vengeance, on your behalf
And on behalf of the Khronos Group, the Free Software Foundation, GNU Not Unix, and Autistic C Developers

New Jam Next Month
>https://itch.io/jam/agdg-zelda-30th-jam

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Demo Days
https://itch.io/jam/agdg-demo-day-7
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
>>
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First for anime
>>
>>128966791
Already off to a good start
>>
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>>
What's your favorite animal, AGDG?
>>
>>128966884
gibbon
>>
>>128966884
The Axolotl
>>
>>128966884
men
>>
>>128966884
The southern mountain cavy.
>>
fuck programming
>>
>>128966884
Are you gonna steal the idea to make a platformer?
>>
>>128966884
anime
>>
>>128967090
I'm gonna look up the animals people say and turn them into enemies for my pixel platformer.
So, yes.
>>
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>not making a simple mobile game, sending it to Apple and Google, charging 99ยข, and watching the dough roll in
>>
>>128966884
Platypus.

vidya needs more platypi
>>
>>128967180
if Anime is not the central enemy I will be sorely disappointed
>>
>>128967231
I'm gonna be honest with you, it's tempting to go for that as soon as I feel like I have a basic grasp on dev concepts.
>>
>>128967320
>>128967231
I'd release a game for free on the App/Play Stores, but how the fuck do you make revenue from that?

>the Flappy Bird guy was making $30k a DAY
>his game was free
Literally how?
>>
>>128967446
Have you never heard of advertisements?

Also it's infamously hard to make a decent amount of money on mobile games, read up about it sometime.
>>
>>128967446
he brings more eyes to google store
plus ads
>>
>>128967446
temper your expectations by looking at how many games are released per day on those platforms. Pretty sure its in the triple digits
>>
So say I have moderate artistic talent. Would it be better to make a mediocre comic or a mediocre game?
>>
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Alright guys.

After long hours of training, raging, depressing, illuminating and replying to assholings, I think i finally got a good placeholder and updated rig.
>>
>>128967538
>>128967552
I'm making a game that's a mix of Doodle Jump and those falling block games. I'm thinking when I'm finished I'll just release it on fucking EVERYTHING (PC, Mac, iOS, Android) and just see what happens.
>>
>>128967586
A game likely has a bigger audience. But a comic is far more feasable to create. Games take many skills. While comics generally are just art and story.
>>
>>128967601
where are the leaks desu senpai
>>
>>128967586
you could try making sprites
>>
I'm on a roll, baby!
>>
>>128967743
Ah... I was actually thinking of getting her some weapons, thanks for the suggestion.
>>
>>128967586
Depends on if you have any sort of following yet.
>>
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>>128967601
Holy shit no one cares dude.
Stop posting this crap. You're just wasting file count.
>>
>>128967601
nice samus
>>
>>128967601
are you longleg dev ??
>>
>>128968014
Stop falseflagging, it's really obvious.
>>
>>128968014
Thanks for your support as always.

>>128968043
shhh

>>128968045
>longleg dev
Guess I've got a name now. Yes.
>>
>>128967928
None whatsoever.

>>128967806
Was gonna go 3D since I know how to model a little.
>>
>>128967231
>watching the dough roll in
>then you wake up
>your game doesn't have a single download
>nobody even bothered to pirate it
>you're in your twenties and your dinky mobile game that's been played zero times is your biggest accomplishment
>>
>>128968508
>you release the game
>proudly tell your parents and friends
>tell them this is your job now
>months later they ask about it
>your words are all tripped up, you dont know what to say
>>
>>128966884
Your mom in bed.
>>
>>128968345
You'd probably be better off doing comics for a few years to build up a fanbase before trying to make a game.
>>
>>128968642
Please stop, it's too real
>>
>>128968703
Kids really, like really, love to see people open up packages. My 3 year old niece goes nuts over these videos, acts them out with her own toys and shit. I'm worried it's going to lead to autism.
>>
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Finally got some fair gender representation in this game.
>>
>>128968902
>lay in bed
>made absolutely no progress today
>finally convince yourself to just give up and get a job
>start looking at job postings
>dread fills you as you start imagine yourself doing these jobs
>>
>>128968703
>>128968909
I don't know if you can turn it into a game though. I'm not sure if that age group is susceptible enough to the marketing you can do for games.
>>
>>128968917
Looks good.
Except the legs half
>>
>>128969053
How should I improve them
>>
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>>128969042
>>
>>128968917
Go aerannisdev! Make sure you get some darkies in there too. Its looking good
>>
>>128968917
>Likes: being eaten
What a slut.
>>
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Time to start another text based console game and quite after several days of deving. In a way it's like my own game of sorts.
>>
>>128969121
>Make sure you get some darkies in there too.
Earlier I actually did make her skin darker and thought she looked better
>>
>>128969271
And quit*

I can't even shitpost right.
>>
>>128969120
>feel beaten down from the emotional struggle
>on 4chan, trying to take your mind off it
>a guy is greentexting
>you realize that all the expectations you feel about who you should be are in your head
>other people just want to see you happy and living a life you can sustain
>you decide to embrace the life you actually want to live
>you find balance between working on your game, relaxation, and socialization
>freed of fear, you make a cool game that appeals to a niche audience
>>
>>128966884
hartebeest
>>
What does /agdg/ think of my game?
https://play.google.com/store/apps/details?id=com.Indie.Gravity
>>
Do I really need to go through learning opengl 3d shit if I just wanna use it for cool lighting and stuff in a 2d game. I really don't know if its the right direction to go or not. I was using SFML before but apparently SDL is way better and even more so if I use opengl, but I have no idea how to learn it properly
>>
>>128969079
There's a gap between the monster and the girl's legs.
>>
>>128969307
she does look better
>>
>>128969307
Brown girls are always good. You should have stuck with it.
>>
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>>128969401
>>
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>>128966961
>>
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>>128969573
I don't think her brown sprite is looking good at all desu

>>128969498
I'll adjust the pivot. I'll also slightly scale her up, so it probably won't look as bad
>>
>>128969307
Yeah, looks good. My one suggestion, is to put some more effort into the persons frame for after they get grabbed. To be honest, I think that moment is going to be the key moment in your game.

Really seeing their reaction to being grabbed is what's going to make the act itself (which seems to be the main action of the game), very satisfying.

The ideal, is that they are flailing around and struggling. That will create contrast with the behavior of you controlling them. Of course struggling animations are a lot of work. But even a single unique frame of them freaking out or struggling would be better.

I don't want to ramble too much, but in any game, any action a player can take is only as good as the reaction of the thing you are acting upon.
>>
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>>128969573
>>
>>128969871
Yeah, I definitely need more animation.

I've realized it looks terrible during the eating animation, since they just kind of stand there like complete dopes while the hand dramatically expands.
>>
>>128969846
That's because her brown is too dark desu. Try a lighter brown.

>>128969913
No fuck this I'm not clicking on gore again.
>>
>>128969913
>thinks violence against women is funny
>is right

looks awesome
>>
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>>128969913
>>
>>128969913
This reminds me of Heart of darkness. Don't know why...
>>
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>>128969957
Still doesn't seem to look too good to me.
>>
>>128970129
Well, she looked good in the portrait, but maybe it wasn't meant to be.
>>
>>128970129
Maybe thinner eyebrows?
>>
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here we go
>>
>>128969913
Are those censor strips, or really dark nipples?
>>
>>128970245
>thinner eyebrows
no
>>
>>128970250
Oh boy. Make sure to mail this to all sjw publications.
>>
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>>128970261

>not recognising dark girl nipples

get out you're not welcome here.
>>
>>128970250
meh
>>
>>128970250
I love you pugdev.
>>
girls dont poop right?
>>
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>>128970129
Lighter like that desu.
>>
>>128970464
Girl poop is smellier in fact.
>>
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>>128970302
yes.
>>
>>128970535
no thats not true right?
>>
>>128970585
Well, it's a scientific fact their farts smell worse, pretty sure they poop too, but that depends more on diet.
>>
>>128970690
girls dont even have a butthole. their waste evaporates off their skin, and smells like flowers
>>
is skype the most popular program that has shit ton of bugs?

why people keep using this piece of fucking crap,did they hire cs grads to update the program or something
>>
>>128970716
I thought that was King Jong Un.
>>
>>128970742
I see you haven't tried Tinder or Grindr.
>>
>>128970791
whats the problem with those
skype reached the point where i no longer get msgs or they appear in different areas
>>
>>128970742
>Microsoft shuts down msn, one of the most fucking popular messengers
>Buys skype and tells you to migrate
>Puts backdoors on it then proceeds to fuck it up
Does their destruction know no bounds?
>>
Can I tie component to a bunch of child objects in Unity, as with prefabs?

I've implemented a selection circle, you click on a unit and a circle shows up around it. To enable this behavior I add a circle prefab as a child object to the unit, and a script that toggles the renderer of the prefab on/off. It doesn't make sense for the script to be a component of the unit if the unit doesn't have the prefab as child object, or vice versa, can I somehow make it so an object can only have both the prefab and the script component or neither?
>>
>>128970889
95% of the time it simply doesn't work. I need to force quit them to get them to open. Sometimes I select someone to message, and it takes me to a different person's profile, sometimes I swipe someone and I'm suddenly in a message with a completely different person, and most of the time it's simply not responsive.
>>
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>>128970978
>>128970742
>not using Tox
>>
Why are 12-year-old girls so hot, /agdg/?
>>
>>128971064
Because you have problems, obviously.
>>
>>128971064

post some examples and i'll tell you why
>>
What's the word on Construct 2?
>>
>>128971064
Could be a fever. Take her to the doctors.
>>
>>128970742
1. Skype has been around for long. It did a lot of non obvious stuff that it needs to do to work, like NAT punching. Which meant that anything competing with Skype was shit back in the day

2. Skype protocol isn't reverse engineered. If it was, there is still no guarantee that there would be good clients(lots of MSN clients just existed of being less shit, like Pidgin)

3. Most skype competitors are IP telephone apps, or small Ventrilo clones. Most of them are dead in the water because Skype has a friend list & users
>>
>"wow agdg is slow right now"
>repeat x6
>finally notice thread is past bump limit and everyone migrated to the new one
Every time
>>
>>128971117
vine seems to like it
>>
>>128971117
I think Game Maker is better.
>>
>>128971148
i don't care about fucking free calls, i just want the program to arrange messages and notifications properly without randomly not doing so.
its a such a bizarre thing its getting shitter the more i use it and it serve a very basic function, steam is 20 times better even tho it has no history and was never meant to serve that purpose alone
>>
>>128971270
How are you going to get people that are on Skype to migrate to whatever new messenger you are going to use?
>>
How much money are people willing to pay for a multiplayer game with no progression,which they probably play a few rounds with friends and then forget it for years to come?
>>
>>128971375
a dollar?
>>
>>128971375
$1 in some humble bundle.
>>
Back when I was new here in /agdg/, I thought you guys were cool who are good at making awesome video games and quality content.
I was actually pretty intimated by this general for a while because I'm just a newbie dev and I thought you guys were pros or something, so I was very shy to post anything fearing you guys might make fun of me.
Then I actually lurked in these threads for a while and realized you're all just a bunch of faggots like /v/ and /b/ who do literally nothing but shitpost all day.
I really thought you guys were cool. I'm so dissapointed.
>>
>>128971331
ill tell them that skype randomly not sending msg's and its bad when you need to get work done
>>
I know what you're thinking anon, but don't do it. Don't reply. You're better than this!
>>
>>128971442
hello reddit
>>
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>>128971442
>I thought amature game devs would be pros
>Really there all amature
>>
>>128971160
same here
>>128971148
Skype is dying, though. Everyone and their mother is moving to discord and LoL players are moving to curse instead
>>
>>128971521
i am from 9gag
>>
How to do cool lighting effects in SDL? Do I need opengl?
>>
>>128971714
GLSL aka shaders
>>
>fatal error
>illegal array use

Am I going to jail?
>>
>>128971579
Skype isn't dying. There isn't any video + screen sharing conferance tools out there that currently can hold a candle to skype.

Discord is dead software without a wikipedia article, and people are moving to the Facebook messanger not Discord.

"Curse Voice" is competing with Ventrilo, and Ventrilo clones. Its used because its a ingame client.
It might be significant, but it competes with Ventrilo and Mumble. Not skype
>>
>>128971934
>competing with a program that barely works
i don't see the problem
>>
>>128971991
You are comparing a team chat software with a IM program, and comparing those to a Video Conference tool.
>>
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>>128970551
re-fixed
>>
>>128972040
nice meme, others can do that as well only that you need to not be a computer illiterate to set it up

skype got the ease of use, put any program that handles account password saving properly and proper notifications against it and people will automatically migrate
>>
>>128971760
So I guess I'd be better off learning opengl properly then? I only want to use it for 2d games
>>
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>trying to make music in Famitracker
I have a track in mind, but this layout is pants-on-head retarded. I'd be better off recording my own guitar licks on my phone and importing them into my game than dealing with this.

Look at GuitarPro compared to Famitracker. It's so much easier, and sounds better.
>>
>>128972228
Okay?
>>
>>128971934
>discord
>dead
Have you been living under a rock
>>128972228
tracker layout takes a while to get used to.
>>
Haha, time for some last-minute progress before my first recap monday.

>>128972228
Trackers are kind of "enthusiast" software for exporting hardware-spec filetypes and whatnot. If you're not going for 100% legit NES music or whatever, you can always just use a normal DAW and exercise some restraint with stuff like polyphony.
>>
>>128972570
>recap monday
It's already Monday? I really need to get out sometimes.
>>
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~~~* RECAP MONDAY *~~~

game:
dev:
tools:
website:
progress:
>>
Can amnesiac protagonists still be done interestingly or is the whole concept beaten into the ground so hard that there's no point in trying?
>>
>>128972923
if you have a story to tell it'll be well done
>>
UW sends reset passwords in plain text fyi
>>
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>>128972774
game: mygame
dev: jofer
tools: xna
website: http://jofersgames.tumblr.com/
progress:
+Trying to build out vertically
-My filter is making it pretty unreadable
-The more i generate procedurally the more my rules overlap and break each other
-Progress slowing down considerably
>>
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>instance is following path set by the built-in pathfinding grid in gamemaker
>output instance speed on the console
>0
>>
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>>128966884
Peacock Mantis Shrimp

https://www.youtube.com/watch?v=U11DgbefmQQ

Runner-up is the water bear.
>>
>>128970496
Dose are sum noice hips senpai
>>
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>>128966673
>>
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Thanks to that kind anon from the last thread, I've got most of the slope stuff handled. Thanks, anon!

Props to Leddev as well, for making these slopes possible. If you're still around, shoot me a message on tumblr and I'll try to remember to log in tomorrow and respond. sevivys.tumblr.com

I'll probably need tiles that only block Y movement next, in addition to retooling the slope collision code to support arbitrary slopes. I should also probably dust off my social media accounts and post something...
>>
>>128973986

So what's the big bounding rectangle surrounding your character? I'm assuming it's a bounding box to tell the camera to move with you?
>>
>>128970129
You have to take all the surrounding colors into account. Not only is she blending in with the background which is a slightly darker brown, but she's wearing complimentary colors which is pulling our attention to where the red and green meet (mostly the red, it's not hardcore complimentary after all). In fact I'd say the weapon/boots are more attention grabbing.

Change the background to something that contrasts with her skin or give her an outfit that goes with her skin color.

http://attireclub.org/2014/02/14/color-of-clothes-for-dark-skin-tones/
>>
>>128973951
duck?
>>
>>128967601
10/10 would donate to kickstarter
It reminded me of >thank you dislexia
https://www.youtube.com/watch?v=b3d2o6caTMA
>>
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>>128972774
game: Spaceship Crew Self-Defense Simulator (working title)
dev: anonymous
tools: GameMaker
website:
progress: +polished the dialogue system
+added chaika sprite
+added collisions
+added alternative control scheme
+started working on the pathfinding
>>
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>>128974259
what?
>>
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>>128972774
game: Myth (temp)
dev: Lain
tools: GM:S
website: soon(tm)
progress:
+Resurrected old project
+Wrote up checklist/workflow for "demo"
+Refactored textbox code
+Cutscene testing
+Misc. spriting
+Music sketchwork
-Lost code for first boss :(
-Need to add enemies and combat stuff
-Also rework player sprite
>>
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who else feel too overwhelmed by all the shit you need to do to make your dream game?
>>
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>>128974114
Yup! There's a fair bit more that goes into the actual movement of the camera, but you can't really leave that rect.

>>128972774
game: RE/MAKE
dev: sevivys
tools: C++/SDL2
website: sevivys.tumblr.com
progress:
+Came back from the dead!
+Redid some movement code to support...
+Slopes! Kinda buggy and only 45 degrees for now, additional angles are forthcoming!
>>
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>>128972774
game: Infinite Meme Runner
dev: Lancemaker
tools: Unity3d
website: n/a
progress: Basic controls and reverse engineering the control feel of other already successful runners.
>>
>>128974689
1. hack some shit together until you have something that works
2. stop and improve (reorganize, cleanup, refactor etc) what you've made to make way for new things
3. go to 1 unless it's release day
>>
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>>128972774
game: Comfy Forest Explorer
dev: SquareDev
tools: Unity, Blender, Visual Studio
website: agdg
progress:
+ tweaked character animations
+ added hat, will add clothes and backpack later
+ reworked tree spawning using random seed
+ fixed (?) framerate dropping
>>
>>128974968
Do you have a spreadsheet with all the stuff you need to do and milestones ? that helps.
>>
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>>128972774
game: Ctesiphon
dev: Stomy
tools: Java LibGDX Blender
website: stomygame.tumblr.com
progress:
+Repurposed movement, physics and map loading code from previous project.
+Blocked out first level and applied a horrible AO bake to it for testing.
+Locked down scope and wrote a fuckhuge design document to keep organized
>>
>>128974968
>hack some shit together until you have something that works

and you end up with ungodly mess that is beyond saving
>>
>>128973696
>Can see things a human brain couldn't process.
>Got a powerful ranged attack.

I just found the hero of my next game.
>>
How to get cool lighting in SDL in a 2d game?
>>
>>128975161
I don't even keep a todo list, I just put TODO: and FIXME: or XXX: comments in my code. The IDE/editor I use highlight/index those so it's easier to find them.
>>128975282
Making sure things are maintainable is what step 2 is for. In step 1 you should be working towards your project's goal not masturbating your inner "software engineer". Artists (digital ones at least) start by sketching then they add some outlines then they keep adding more detail and improving things as time goes by until the work is done.
>>128975537
Depends what you mean by cool lighting and what type of game it is.
>>
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>>128972774
game: Wingman
dev: AceCombatCloneDev
tools: UE4, Blender, WM, google
website: -
progress:
+Terrible AI in works
+Fixed misaligned collision box
+New placeholder model
>>
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>>128975596
This kind of lighting in a tilebased game
>>
>your game will never have a free-jazz ost
why even live
>>
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>>128966884
bear
>>
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>>128972774
game: Brickskrieg (working title)
dev: Stonecliff Games
tools: Unity 5, photon networking, photoshop
website: @stonecliffgames
progress:
+ made ui and GUI scale perfectly with every aspect ratio possible (except 1:1)
+ improved UI movement between rounds
+ fixed a bug causing fps drops and fixed a bug causing player stuttering
+ Started implimenting randomly generated hazards
+ beginning work on a new mechanic to add depth
- made zero progress on art or music
- Tore a tendon in my back doing squats and can no longer standup without being in intense agony without painkillers

It was a productive week
>>
>>128974991
looks nice

floor texture looks a bit too obvious thats its tiled tho
>>
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>>128968917
>fascist revolutionary
>muh soginy
Your spritework is nice and consistent, albeit rough. The animations don't seem fluid. The parallax scroll and bullet-time effect are nice also. The GUI I believe is the weakest element as it doesn't mesh well aesthetically with the rest of the clip.
>>
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Is anyone practicing making art? I need some art for my shmup.

I don't give a fuck if it's not that good, it will be better than mine.
>>
>using gamemaker
>make persistent object change room with room_goto
>any code after that function happens BEFORE changing rooms
amazing
>>
I wish there was a list of GameDev Genre Difficulties.

All the games I want to make I find out require knowledge that I have dont know where to begin or have little documentation/tutorials on how to make them.
>>
>>128972774
game: soon to be orthographic rpg
dev: anon
tools: game maker 8
website: meatspin.com
progress: converts orthographic map designs to isometric areas in-game, with auto-orienting walls
>>
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>>128972774
game : Rogh (working title)
dev : Valfather
tools : Haskell + gloss/gloss-game
website : /agdg/
progress :
+Added player sight.
+Added new tileset.
+Reworked turn system.
+Added Actor Sprites.
+Finally feel like I understand what I'm doing and what I should be doing.
~Working on Battle System
~Working on Enemy AI
-In game menu still won't work.
>>
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>>128976501
here's a better picture
>>
How do I constantly add to a variable's value in GM?
>>
>>128976634
learn to code, then use the step event. the gmc forums are extremely helpful
>>
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>>128972774
game: Small Fry
dev: german dev
tools: Unity, Blender, MakeHuman
progress:
+ Made a fridge with ring menu UI
+ Drag&Drop with preview
+ Added some new placeholders
>>
>>128976363
Easy:
2D action games
simple turn-based games
text based games

Medium:
3D action games
simple strategy games
simple online games
simple rpgs

Hard:
rpgs
strategy games
rts games
online games

Don't Even Bother:
mmos
>>
>>128974968
what if i hate refactoring
what if i'd rather add a new feature than make old code more organized
>>
>>128977117
congratulations, you're a yesdev
>>
>>128976882
what about 2d mmos?
is netcode really that hard like people say it is
>>
>>128977117
Then you end up like what >>128975282 describes and at some point it becomes unbearable and you drop the project.
You don't have to refactor it too much, just enough so your old code doesn't get in the way of the new one.
Just keep in mind that maintainable code is a necessity, not your project's goal. If a singleton works for you then go for it and ignore agdg memes, if it doesn't or it makes things harder for you then find something else that does.
>>
>>128977298
depends. do you mean an actual mmo with scaling server software designed to handle thousands of people at once? If not then it's not really an mmo, i'd classify it as an "online game". It is technically possible for one person to make an mmo, but it's in the realm of if you need to ask then don't even bother.
>>
>>128977298
netcode isnt too hard to write

its just hard to be efficient and stay in sync
>>
>>128977550
thats like saying game developer isn't too hard, it's just hard to make all the graphics and write all the code
>>
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>>128977298
say you have 1000 players on a server

each of them has a float for their X coord and a float for their Y coord

and all you do in this mmo is walk

thats 4 bytes per float

thats 8 mb per tick

say your tick rate is every 1/4 second

thats 32mb/s just for moving in 2d space
>>
>>128977732
that's why devs constantly improving their netcode
like in source
>>
>tfw lots of motivation and desire to work on some shit but completely no ideas
I'm the opposite of an idea guy.
>>
In unity is there a way to bundle components with other things? I have a component that only makes sense if the owner also has a child gameobject of a certain type under it.
>>
>rock paper scissor
>fire water grass
>sword axe lance
What other similar triangles are there?
>>
>>128978151

dps tank healer
>>
>>128977732
Well only the server needs to care about the absolute position of the players so it can round the positions and convert to a short before sending it to the players.
>>
>>128977850
working in source (or any other engine) wont stop this being a problem

to make an mmo you have to instance everything

and have seperate threads handling seperate instances at all times

this is a lot of what is wrong with the modern mmo model

you have to spread your player base across a world in a way that 1000s of them wont be in the same place at once

normally if you make a big world with lots of hubs people will gather at the hubs closest to the content thats level appropriate

but eventually the playerbase will dwindle and servers wont run at max anymore

and most people will be veterans and all the middle hub areas will get ignored

and youll just end up with mildly populated main hubs and end hubs

and the world will go back to being dead

...

that why modern mmos are becoming just straight up coop games where people blend in and out of your universe like no mans sky the division and destiny
>>
>>128978034
Take a look at Asset Bundle, it works with dependencies, I think.
>>
>>128977947
i just realized that to my condition as a shitty as programmer ideas are bad. im just trying to figure out stuff so im making a infinite runner clone.
>>
>>128972774

How does one become apart of this?
>>
>>128978221
sending anything less then 8 bytes at a time is inefficient in udp

and you dont want to use tcp for an mmo
>>
>>128978334
Keep posting progress and you'll get an invite eventually.
>>
>>128978034
You can put [RequireComponent(typeof(SomeOtherCopmponent))] above the class name, but this only puts that component on the same gameobject. You could also use GetComponentInChildren() in Awake() and log an error if the dependency is missing, or add it automatically if that's possible.
>>
>>128978232
>that why modern mmos are becoming just straight up coop games where people blend in and out of your universe
I fucking hate this shit. You're walking around in WoW and a bunch of players from different servers are constantly phasing in and out of existance. Completely ruins any semblance of immersion that one might have experienced.
>>
>>128978151
pikeman archer cavalry
>>
>>128978334
reply to it with progress :)
>>
>>128978301
yes. thats parenting if i understood what you are asking. you can check stuff with gameobject.child<component> or gameobject.parent<component> . to addstuff there is another method just check it on unity documentation i cant recall it. You basicly can do any operation with the hierarchy just like files on your computer.
>>
How is the math to get a good 3rd person camera in Unity. I don't even know where to start?
>>
>>128978360
Well there's more than just position in a walking mmo. x + y + player id would be 8bytes.
>>
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>>128978485
>>
>>128978485
update {
camera.transform.position = player.transform.position + offset
camera.transform.lookat(player.transform.position)
}
>>
>>128978151
Counter Defense Attack
>>
>>128978485

there's a tutorial series on youtube for 3rd person cameras
>>
>>128978334
you need to have finished 1 game first
>>
>>128978490
you said you was going to work with shorts

so short(x) + short(y) = 4 bytes

and then a short for the id = 6 bytes

unless your going to have more then 32,767 players active at once

its just to keep the players individual

you add the logic host side to tie it to an account that doesnt get updated every tick

just gets moved around on log in and disconnect
>>
>>128977732
>thats 8 mb per tick
try again
>>
>>128978301
>>128978401
>>128978445
thanks guys
>>
>>128978840
i get what it meant

kb not mb tho
>>
I don't think memory throughput is the problem with MMOs desu senpaitachi
>>
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>>128972774
game: Indie Beat
dev: adydev
tools: GameMaker Studio, PhotoShop
webiste: N/A
progress;
+ Fixed Menus
+ Fixed hit detection
- Little progress on art assets
>>
>>128978151
magic archer melee
infantry firesupport tank
>>
>>128978820
No, I said replace floats with shorts. You don't use floats for IDs. Anyway what I meant is "don't use more precision than you need", and I mean that just for the packets (float <-> short is cheap enough).
>>
>>128978892
I don't get the point considering that amount of data is tiny.
>>
how much do voice actors that do all those shitty anime dubs usually charge? i mean those that get work like every 2 years or so
>>
>>128979217
alot
>>
>>128978820
in reality movement is updated by sending a delta position relative to the last sent position which can be even smaller than a byte in a 2D game
>>
>>128979028
Fly Away started playing in my mind as soon as I read "Indie Beat" in the title screen.
https://www.youtube.com/watch?v=2hScz7EEQmk
>>
>>128979217
I have no idea but you'd probably need an agency or someone to arrange a studio environment for recording in, you're not just hiring a random chick to read twenty lines for you in front of her computer in during the afternoon break
>>
>>128979217
not much
>>
>>128979217
they charge one meal
>>
>>128979203
i goofed up

kinda tired

its hard tho i promise
>>
>>128979374
can that meal be one big uncut white sausage with some mayo?
>>
>>128979509
yes if you are ok with trans ones
>>
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Summoning Googum.

E-Card on Steam Greenlight along with all the required accessories, when? Or do I need to make it myself?
>>
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>>128979509
>big
>>
i have 2-3 classes that only spawns other stuff in the world, i'm calling them xxxSpawner but i feel it's a retarded name, any suggestions?
>>
How do I go about recording scores for an endless runner in GM? I have the score counter in the top left of the screen, and it keeps track of distance, but I want to transpose that number into a high score table.
>>
>>128979813
I have 5 classes tomorrow and I haven't slept yet.
>>
>>128979813
I usually go with Spawn[insert thing I'm spawning here]
>>
>>128979960
Make a loop. Create your stage in a circle-like way so the player will just endlessly loop around it.
>>
>>128979960
The easiest way is to save it to an .ini.
>>
>>128979813
how is that a retarded name? it's clear and concise and describes exactly what the object does
>>
>>128980329

in the english language context
>>
>>128980382
you have to take some liberties with english when you're programming, spawner is a frequently used word for that kind of object
>>
>>128980610
>>128980382
This. Understandability > Grammar.
>>
>>128980158
I made the game part, I just need a way to save the high scores so that I can display them if the player clicks on the "high score" button at the main menu.
>>128980252
How do I do this? I have a button that says "high score" on the main menu of my game. Ideally, when the player clicks on it, it would take them to another room that shows the top 10 scores. That's what I'd like to do.
>>
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>>128972774
Oh boy the first time I get to do this

game: Untitled Roguelike Project
dev: Anonymous
tools: C# / Monogame
website: http://roguelikedev.tumblr.com/
progress:
+ Saving and Loading dungeons
+ Game options menu
+ Placeholder menu screens
+ UI Placement
+ Circular Field of View implemented
>>
>I'll try to make grid based movement
>how hard can it even be
>2 hours later
>I HAVE NO IDEA WHAT I AM DOING
>>
>>128980770
Displaying high scores is hard dude, you should hire like an entire team of developers for that.
You can't make that alone.
>>
>>128980817
I think the messages look better without the background, senpai.

also fuck you for making me want to play DCSS when i'm at work
>>
>>128980942
It's just a placeholder debugging background so I can tell where the viewport for the UI is in the window. I'm going to add a black background with a graphical border soon. Maybe allow the user to select a different color?

Me too.
>>
>>128980770
Just look up the file reading/writing documentation and code it dude.
The hardest part is changing the order when you add a new score.
>>
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>>128980817
Is this what you intend to do? I just thought it feels weird being able to see through non-traversable blocks.
>>
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If I make a plot involving the tormented soul of a dead child threatening the world will it immediately be compared to Undertale?
>>
>>128981598
Yes. and to The Binding of Isaac
>>
>>128981454
You can move diagonally.
>>
>>128981598
Yep.
>>
>>128981827
I don't know shit about Binding of Isaac, and only loosely know about Undertale's case.

Will people give a shit as long as it's well-done and not a verbatim copy? I know being afraid of being compared to Undertale is the most tired-ass thing in indie gaming right now, but shit. I didn't realize how similar the idea was until becoming more familiar with the game.
>>
>>128981598
Even it won't, that sounds like a shit plot.
>>
>>128982237
As long as your aesthetics and gameplay are somewhat original I don't think people would care about similarities.
>>
I just had an actual good idea for a game. I'm not going to tell you.
>>
>>128982272
That's the most basic of basic rundowns of the premise. It's not supposed to sound impressive, but I try to consider similarities from a broad view before spending time and effort chiseling them into a more detailed idea.
I've actually got a few different concepts rolling around for it.

>>128982428
That's what I'm hoping. They might not be 100% original on their own but it definitely won't look or play like Undertale.
>>
>>128982237
I think art-style and gameplay is far more "dangerous" than story in this sense.
>>
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>"ok, time to launch my game"
>forgot about music and sound effects
>>
>>128982521
It's okay anon, my idea is better.
>>
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>>128982619
Its kind of ironic being an Asrielfag and looking at all those fetish fics from the sideslines (being uninterested in them myself). Its basically no better than what Sansfags were doing yet people still believe the current state of the Asriel fandom is somehow superior. It might have been before all the fetish fics and all the people obsessing over them, but it really isnt now in my humble opinion.
>>
>>128982831
What.
>>
>>128982831
I want to check if this is actually what the Undertale general has devolved into, but I'm too afraid to check
I don't want fans of my GOTY to actually be this autistic
>>
>>128983073
>I don't want fans of my GOTY to actually be this autistic
Fans of everything ever are autistic, anon. Get used to it.
>>
>>128983073
here
>>128982684
>>128982684
>>128982684
>>
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Trying to learn GML, still in the early stages but wanted to ask; what does "++" do?
Dude just shoved it out there and moved on without explaining it, and I've never seen it used before. It's also difficult to google, I couldn't find any results detailing it.
>>
>>128983265
it means i = i + 1
>>
>>128983265
It adds 1 to i.
>>
>>128983351
>>128983356
Thanks m8s.
>>
>>128983265
Increment/Decrement

++, -- - Add or subtract one from a value. It is worth noting that placing this before or after the value to be added to or subtracted from will have slightly different results. For example:
โ€ข++a will increment the variable and return the incremented value.
โ€ขa++ will increment the variable but return the value before it was incremented.

Therefore, if you have something like this:

var a = 1;
show_debug_message(string(a++));
show_debug_message(string(++a));


The debug output would be 1 and 3. Here are some examples of use:

for (var i = 0; i < 10; i++;) {do something...};
if hit == true score--;


NOTE: On the YoYo Compiler target platforms (those marked (YYC)), these expressions are evaluated from left to right, while on all other target platforms they are evaluated from right to left, meaning that this:
val = max(num, ++num, num++);

will give different results depending on the platform.

GMS has a built in manual. F1
>>
>>128983265
i++ returns the value i and then increments it.

Using increments and decrements:

--i //Returns i - 1, sets i = to i - 1
i-- //Returns i, sets i = i - 1

++i //Returns i + 1, sets i = i + 1
i++ // Returns i, sets i = i + 1


You should use ++ and -- when you need to increment and return a value for some reason, and if you only need to increment a value but not return that value to something else use:

i += 1
and
i -= 1
>>
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Playing around with the artstyle, Are you feeling cyberpunk already?
>>
>>128983450
Holy shit, you didn't have to write an entire fucking novel just to teach Increments.
See
>>128983351
>>128983356
>>
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>got my first review on the App Store
>5 stars
:3
>>
>>128983562
Well, it's true that you can do more than just add 1 to i with it. Like a = 1 + i++ but there's pretty much no situation where that is a good way of doing things.
>>
>>128983562
People are probably just happy to see someone actually asking about gamedev stuff and learning for once instead of just filling the thread with shitposting and jokes all day.
>>
>>128983562
It does more than add 1 to i. Knowing that order matters and what it's actually doing is important.
>>
>>128983536
yup
>>
>>128981598
how about a tormented child that is extremely delusional, and goes on a fantasy like adventure to defeat and escape those who torment him, but is brutally killing them in the real world, and because it switches all the time you are never sure if the fantasy world or the "realistic" world is the real one, never knowing what is playing in his head and what is not.
>>
>>128983450
>>128983463
More detailed answers than expected, thanks.

>GMS has a built in manual
Yeah, I keep forgetting it's actually useful. Most software out there have completely worthless manuals.
And besides that I figured /agdg/ would give me faster, more retard-friendly explanations.
>>
>>128983562
true this isn't stackoverflow
>>
>>128983562
>>128983784

I literally copy/pasted out of the manual.
>>
>>128983738
The child is a sympathetic antagonistic force, not the protagonist. I'd be a lot less worried about similarities otherwise.
Though I have always wanted to try my hand at one of those trippy games that fool the player with what parts are fantasy and what parts are "reality" to the characters.
>>
the thread will be flooded with murrican shitposters in a couple of hours
>>
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>>128983861
Well don't I feel silly.
>>
>>128983958
But anon, I am murrican.
>>
Does /agdg/ think cancer is funny?
>>
>>128984141
That depends on a lot of things, anon.
>>
>>128984141
Anything can be funny in the right context, but as a person who has lost a lot of people to cancer I personally wouldn't find it funny.

Unless it was.
>>
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What about this crt effect? I'm playing with gimp but it shouldn't be hard to write this shader.
>>
>>128984284
I'm digging the Sin City look, but ditch the CRT effect
>>
>>128984141
yea
>>
>>128984568
First explain to us what it has to do with AGDG.
>>
>>128984581
Like this? >>128983536
>>
>>128984626
Well that's a picture of a game my friend is making.
>>
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Toying with view sizes and changed the character's sprite to a more consistent one (tho it looks a bit too FF2 for me.)

Thoughts?
>>
>>128984656
Yeah. Keep the noire look. I, personally, would try to keep away from anything too high-poly or detailed, and let your art style do the talking.
>>
>>128984779

Looks good! Still not a fan of the camera delay though
>>
>>128983536
>hey kid, wanna make game?
>>
What kind of websites should I create when I'm getting close to wanting to share my game and start building a community, before putting it on greenlight?

Twitter + Turmblr+ Itch.io + Tigsource + IndieDB + what else?
>>
>>128984568
The tree is completely dried out, and weights maybe 4-10kg.
They took a picture for fun, and he is going to get hospitalized soon.
>>
>>128985403
Should I switch to mercurial from git? I've heard that it's simpler and I'm only really using git because it's what I started out with but I'm not sure if it would be worth the effort since I'm not really using any of the advanced version control features anyway.
>>
>>128985403

progress or gtfo
>>
>>128985403
wheres your game?
>>
>>128983265
>It's also difficult to google, I couldn't find any results detailing it.

http://lmgtfy.com/?q=i%2B%2B&l=1
>>
>>128985473

Git will know if you cheat on her ;_;
>>
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>>128972774
game: Space Dementia
dev: rez
tools: SFML/C++
progress:
+Added flexible particle system
+Different terrain types (ice)
+Added knockback on damage
+Improved scripting system
+Fixed switches
>>
>>128985403
You suck at photoshop, but thanks for giving out the handwriting so we track you down by comparing it to other AGDG pictures and file you into the notorious nodev shitposter folder along with googum.
>>
>>128985473
git is simple and powerful enough to make whatever mercurial is capable of
Don't change that what works, anon.
>>
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>>128966884
bird
>>
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>>128984284
What do you mean by "CRT effect"?
CRTs make everything blurry to say the least, your screenshot looks sharp.
Most of the time image artifacts are caused by the circuitry/cabling in use (S-Video, Composite etc) or low quality sources (cassette tapes for instance).
>>128985403
You are cute. Why are you ruining your mental health gamedevving?
>>
>>128985473
I don't know how mercurial handles large binaries. I use git with the new LFS feature and put all my assets in dropbox
>>
>>128984568
it's staged
>>
hey guys i work at ubisoft AMA
>>
>>128980819
>went to work
>started writing down what I wanted to happen in text
>then did pseudocode
>now I got something that can actually work

can't wait to get back from work and try the code and see everything fail
>>
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>>128985710
>>
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>>128972774
game: Roll Catcher
dev: crabowitz
tools: GM:S
website: crabowitz.tumblr.com
progress:
+extra juicy feedback
+level unlocking and refreshing
+coins used for actually buying things.
+Improved navigation menu performance
-still don't have an artist
-or a theme
>>
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>going to try a 4 Swords coop sort of thing for zelda jam
>find an character in an Epic tech demo which is complete with appropriate animations and actions so half the work is done before I start
Not sure how to feel about this
>>
>>128985914
>unity.jpg
>>
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progress. it is things. what ever
>>
>>128985941
If it works, use it. That's the official programmer motto.
>>
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>>128985832
idk i thought that it looked a bit like a trinitron, but this isn't a real shader, just some gimp filter.
but i'll probably ditch it, or overlay a distortion when the player is under some status effect.

ps: nuthin personeel kid
>>
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Worked on effects and props.
>candles (model + particles)
>thick rolling fog on the ground
>dust particles (not seen here)

Really happy with the candles.
>>
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>>128972774
game: Maid Game
dev: Anon
tools: C++/DX9
website: hexun6.tumblr.com
progress: made a fairy enemy
>>
>>128986103
They are good candles, Anon.
>>
>>128986080
>stealing from Epic
Enjoy the lawsuit
>>
>>128986430
You're allowed to use anything from their projects as long as it's using UE4
>>
>>128986430
> using copyrighted content in WhoCaresNowhereJam
also >>128986528
>>
>>128986430
>i don't know shit, but i still gonna post
>>
>>128986283
>DX9

nice meme
>>
>>128966884
You should make a game about magnapinna who pretends everything's alright and lie to himself about ever becoming a productive member of seaciety, who gets so upset when he see other sea animals who are improving themselves. He fails at every fish he tries to trap or scrape off the seafloor and he gets angry at those other squids who have no problem getting what they want.

He can't bring himself to seaweedcide.

Also baby magnapinna are cute.
>>
>>128986103
Looking pretty good. You are baking that lighting like a proper yesdev would, right?


>>128985941
Less time fucking around with graphics more time designing dungeons, you are good to go.
>>
>>128976605
this is nice
>>
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>>128972774
game: Liches
dev: SageOne
tools: Game Maker: Studio
website: https://twitter.com/idSageOne
progress: - main menu reworked;
- implemented settings from external *.ini-file;
- added credits tab;
- token library reworked;
- implemented win/loss ratio from external *.ini-file;
- added some royalty-free music and interface sounds;
- game-screen graphics improved;
- tokens complete overhaul (due to negative feedback);
- added some new tokens;
- started working on extra special effects (for juice);
- major code finalisation and touch-ups.
>>
I'm making a vertical endless 'runner' type game. I want to make it so that the higher up on the screen you are, the quicker your score tallies up, so it adds a risk-reward type system.

How would I go about setting up these barriers so that, at certain points on the screen, the score increases/decreases?

Also, how would I go about making it so that after a certain distance, the sprites change color/new sprites spawn?

I'm using Gamemaker. If I can do either/both with DND, that would be great.
>>
Is ECS a trick?
I've been trying to put together an ECS engine for a while, and it feels like a waste of time. Just a bunch of boilerplate code and it doesn't seem to go anywhere. On top of that, some things don't fit nicely into it and it makes the code crazy dirty. Should I just go back to an OOP nightmare?
C++/SFML, by the way.
>>
>>128986396
>>128987031
Thanks and no, kinda. Right now they are dynamic lights because I was just trying to get a feeling for the intensity and stuff but yeah I'll bake them later.
The idea was to control the brightness from the particle, which looks neat up close because you get a really pretty flickering effect but you don't even notice it from afar and it eats up some fps so I ditched that idea. Baking them is better.
>>
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>>128987958
I've been having a good time with ECS. Just make sure that you're not using an ECS as a gospel where something might not need it (like menus in my game) and it's pretty fun. What's your problem with it?
>>
>>128987958
It depends on scale I think. If you're just making like Pong or Snake or some shit it's probably overkill, but if you want an engine that is general enough that it can work for just about anything I don't really see many good options.
>>
>>128987585
Well if it's an endless runner you shouldn't actually move the character up. Because if it's truly endless then eventually the player will move further than the highest int possible.

So what you do is keep the player still and move the world past them, creating new world in front of him, and deleting old world behind him. All you have to do is track time, and calculate how much time translates to how much distance moved.

Then at certain times you can change the score speed, or the sprite's color.
>>
>>128987958
How is it a trick?
Wrap a functionality in a separate abstract object, then allow Entities to hold a collection of functionalities
>>
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prototype grenade launcher. the grenades are spheres and only explode when you release the trigger,
>>
>>128988253
this looks fun.
Make the explosion more juicy though.
>>
>>128988253
>murder footy
i like it
>>
>>128988253
Personally I prefer click once to fire, then click again to explode. And I think the nade should still explode on its own after a certain amount of time.

It does look cool though.
>>
>>128988135
I guess I'm just getting bent out of shape BECAUSE not everything fits into it perfectly. I'm suddenly wanting to add a tile map outside of the system to speed up draw times, and help with collision redundancy and whatnot. But I'm just in a block.

>>128988183
Right. And for a Metroidvania type game, it seems perfect!

>>128988214
I know, in theory it's awesome! But in practicality I'm getting a little overwhelmed. Plus adding scripting is becoming a bother.
>>
>>128988485
The tile grid in my game isn't ECS either; it's just an array of tile structs. I think the basis for what is ECS and is not ECS I've been going with is: Does it ever need to change? Yes -- composition of components. No -- Just build it and use it.
>>
>>128988485
It can get a little complex at times, I'm also starting to grasp it. It opens a whole new world of re usability and flexibility, but I find it pretty hard to abstract certain things like

>spaceship
>can shoot all kinds of missiles and bullets
>can shoot all those in a particular way (diagonal, front, hold to gain power, etc)
>>
>>128987958
ECS is not a trick. It's heavily used in the industry because of the performance and maintainability but it's overkill for most games. It can add a lot of complexity too.

Just go with OOP and prefer composition+interfaces instead of inheritance.

Also in general I'm against making engines before making games. Instead of making an engine just write what your game needs then later make the code a bit more generic but no more generic than it needs to so that it works for another game and keep doing that for every game.

That way you don't waste your time writing code that doesn't matter.

tl;dr: instead of making an engine for mutliple games, make an engine out of multiple games.
>>
>>128988204
What event would you say to use to keep track of time/ add sprites at a certain time?
>>
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Is there anything in this shitty code you can see that can be optimized? I just made it 5x faster but it needs to be better.

Right before taking this screenshot I put the connectors array outside the method to reuse because there will never be more than 4 connectors. This reduced the garbage the method generated by about half which is good.
>>
>>128988706
That's a pretty good way of thinking about it. I'm going to try to push through this and hopefully get on a roll.

>>128988726
Same! And no matter how many resources I reference, there's always a gap in my understanding of how some things "should" work.

>>128988872
That sounds way nicer. Even if it goes against a certain part of my ego. Then again, that's also what's holding me back from just like making game. I want it to be so flexible to help me out further along the line, but then again I don't have any real gameplay yet.
>>
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>>128985403
Do you like /ss/ pairings in games?
>>
>>128988135
>>128988485
>>128987958
>>128988726
>>128988706
>>128989081
>>128988183
>>128988214
>>128988872
ECS is a waste of time if your game has less than like 200k lines of code. Your game is NOT complex enough to warrant moving away from just making most things an object.

I find it funny how people waste effort with ECS when it's a solution for a problem they don't have. But I guess everyone has to go through this to become experienced.
>>
>>128989045
You could just use Vec instead of Int.
>>
How hard would it be to go from 2D easymodo systems like Game Maker and Construct to 3D stuff like Unity?
>>
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Oh baby. I'm so gonna get some inspiration now.
>>
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>>128989220
So, because my game is small, I shouldn't use a paradigm widely used in the industry and get better at it? Instead I should make 50k lines of spaghetti code and voila, I maek game?
>>
>>128989272
I started using Unity after about 6 or so years of GM. It was a very smooth transition, only took me a week to figure out the basics of Unity and C#. That was with the old version of GM though, before Yoyo games. I hear the newer versions are very different.
>>
>>128985403
Quick, post your game next to your face!
>>
>>128989341
>segui

que jogo vais fazer, amigo?
>>
>>128989272
The math itself is not hard. If you got something to work in 2d, you can probably make it work in 3d.
For the editor itself, just mess around with it a bit, you'll get used to it.
>>
>>128989489
Yes. There are many things that are considered good advice that you shouldn't do if your game is small. Most of the advice out there (and most of paradigms and language features out there) are created to increase the productivity of groups. But this all has trade-offs. Being able to analyze those trade-offs is what will make you productive as a solo dev or a dev on a small team, so that you don't start using things that are built to optimize the productivity of teams of >100 programmers at the cost of individual productivity.
>>
>>128988872
>ECS is not a trick. It's heavily used in the industry
It's actually not. ECS the way it's presented now is a fairly new concept and big game engines generally don't work that way because it's actually impractical as fuck

>>128987958
In the 90s, OOP was considered the amazing new architecture that could solve every software engineering problem. Game developers made huge bloated OOP game engines and became very aware of the downfalls and problems with it. Now ECS is being presented the same way. Architecture your whole game like this and everything will work brilliantly. This will solve all the problems OOP introduced. It's exactly the same shit from a different angle. There is no silver bullet, no flawless engine architecture. Any sane game engine uses inheritance where neccessary and composition where neccessary. Look at Unity for example. It's certainly not ECS but each game object has it's own set of components to avoid inheritance hell. The intelligent approach is always a mixture of both where appropiate. Don't fall for this bullshit.
>>
>>128989579
Non parlo spagnolo, sorry.
>>
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more pixels
more problems
>>
>>128989831
What is ECS?
>>
>>128989862
it was actually Portuguese, but thanks.
>>
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>>128989742
>>128989489
To add to this, listen to talk https://www.youtube.com/watch?v=JjDsP5n2kSM It goes over all this in a very good way.

And here's an example of some advice that is thrown around that everyone should follow but it's bullshit: "globals are bad". The advice is this simple because you wanna warn retards who don't know anything about programming to not fuck your shit up. But if you're an individual developer and you're a rational human being you can think rationally about this and come to the conclusion that "globals are bad" is a fucking retarded thing to say that will decrease your productivity if you follow it blindly.

There are three types of variables for the purposes of them being global. Read-only, write-only and read/write variables. Read-only and write-only globals are PERFECTLY fine. The only problem we have is with read/write global variables, because then it can make things harder to reason about and all the default reasons people give.

But there are MANY situations in which you'll need read-only or write-only global variables and where they'll save you a ton of time. For instance, achievements, or gathering data from a session so you can analyze it later, and so on. If you try to do something other than global variables for this it will just get in your way.
>>
>>128990253
Entity Component System. an alternate way of laying out your game engine than the usual OOP inheritance trees
>>
>>128969307
BEOGRAD
E
O
G
R
A
D
>>
>>128989742
I think it's too early for me to start thinking about making a solid game in the fastest way possible. Right now my goal is to learn, not shit out games.

Also, Component design has solved many problems for me and reduced code amount. Trying to make inheritance work in unity is just weird.
>>
>>128990341
Like quake?
>>
>>128987958
Are you making an ECS engine or a game engine, because those are two completely different things. ECS engine is supposed to just create, store and retrieve components efficiently. You should not even be thinking about anything game code related when you're making it, so things not fitting nicely doesn't make any sense.
>>
>>128990426
You don't need inheritance. If you want to share a piece of code across multiple classes make it a class and instantiate that class as an object whenever you need to use it.
>>
>>128990585
if i recall correctly quake was programmed in C so it doesn't use inheritance trees either, just plain old procedural code
>>
>>128990614
that's... component design...
>>
>>128990771
This is composition, something that has existed before the ECS meme.
>>
>>128990746
Yes, but every game "object" (levels, ammo, monsters, triggers...) is called an entity. Is it related or not at all?
>>
>>128990746
I don't know about Quake, but you definitely can make inheritance trees in C
>>
snakes
>>
>>128990936
oh ok. What is the main difference?
>>
Anyone with a nice voice wants to work in an AGDG podcast?
>>
>>128990954
Only related in name really. It's been a convention to call game objects "entities" for a long time, which ECS also does
>>
>>128991152
ECS has a lot of other ideas that come associated with it, like the idea of systems or DoD. Composition is just composition instead of inheritance.
>>
>>128976590
>Rogh
OH, I GET IT NOW

Jesus, I'm retarded.
>>
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>>
>>128991152
Composition is basically the sane version of ECS. You're attaching a bunch of different parts to an object that help define it's functionality. It has a loose definition.

ECS has a more strict definition. Entities hold no data except their components. Components only hold data, and are operated on by systems.
>>
>>128985710
This is Space Dementia? Holy shit, I didn't even realize it was the same game.
>>
Do I NEED all this shit if I just wanna code in C# in Visual Studio and Unity?
>>
When's the next demon day?
>>
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I literally cannot make sprites at all
>>
>>128991749
need what
>>
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>>128991749
>>
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>>128991413
>>
>>128991915
Dude, you need all that bloat just to PLAY a C#/C++ game on Windows

Don't complain about bloat if you chose the easy mode OS
>>
>>128991413
I don't even use humor, I'm not funny in the least. I just hide away in my house, waiting for a miracle that's never coming,
>>
Isn't procedural usually better than oop for the for the scope of the usual game shown in agdg?
>>
>>128992054
>>128991923
Work on your game, finishing will give you a minor release. (especially when people like it)
>>
>>128991850
Can't you write a singleton to make sprites for you?
>>
>>128992109
any framework you're going to use will be oop
even then oop lends itself so well to programming games you might aswell use it anyway
>>
>>128986283
Based
>>
I want to record my own sounds on a NEETs budget.

Will a 60$ mic plus putting egg boxes on all the surfaces in the room suffice for decent sound quality?
>>
>>128992432
or you could just spend that 60$ on better recorded sound effects from the internet
>>
>>128992432
Anon stop! Egg boxes attract roaches and other pest
>>
>>128992026
But I haven't installed any game on it yet, just Unity and VS2015.
>>
>>128992646
>implying his neet basement isn't filled with rats and roaches attracted to his jizz bottles
>>
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>>128972774
game: Second Prime
dev: nomisdev
tools: Libgdx
website:
progress:
+Added a base for upgrades
+Changed hitboxes to fit textures accurately
+Added an energy system
>>
>>128992432
Anon, mics already come with room damping.

Also, you could life off Opengameart sounds for ages.
>>
>>128992696
Yeah, you need the redistributables both to play and to develop, if that wasn't clear in my post

My point is, you can't get away from them on Windows
>>
>>128989945
.PNG it's like you want people to steal them.
>>
Tell me something to sprite senpaitachi.
>>
>>128993302
a little girl.
>>
>>128993302
This
>>128993365
>>
>>128992432
No. A mic that will at least sound a bit professional including interface will cost around 120+ bucks. Don't fall for the eggbox meme, invest some bucks into cheap acoustic foam. But if you don't plan to use the mic often, you could also just buy professional sounds online for cheaper money, there are also a lot of hidden creative common0 gems online.
>>
>>128986934
I love this post
>>
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You know how we have anime characters to represent engines and programs? Like Unity-chan or Internet Explorer Chan?

How about anime representations of specific technologies?

Ambient Occlusion-chan
HDR-tan
Normal-map-kun
etc.
>>
>>128994238
No
>>
>>128994238
I thought the idea was shit but I'd love to see bent normals chan
>>
>>128994238
I'm sure chromatic aberration-tan has heterochromia.
>>
>>128994238
>Vulkan-sama
>ECS-sensei
>>
>>128994238
>not even mentioning DOF-chan
what a pleb
>>
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too late to reply?

>>128972774
game : Flying In Traffic (working title)
dev : do I need a name?
tools : unity 3d
website : lol
progress :
+ learning how to unity
+ flying smoothed out
+ fixed some bugs
+ better scale
- still some pretty glaring issues with npc ship placement
>>
>>128994238
What if you posted progress instead
>>
>>128994527
meganecon
>>
>>128994238
>jiggle physics sama
>>
>>128991348
it's alright.
>>
>>128991850
Making sprites is ezpz m8.
>>
>>128994356
Also would have a third eye on her forehead for the blue channel.
>>
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>>128972774
Dev: Pallas'
Tools: VS2015, ASP.NET, ReSharper 10
Web: Maybe in a few weeks
Progress:
+Character storage for player characters
+Strategy Pattern implemented for changing a Skill
-Procrastinated an essay all weekend and now I'm probably fucked
+Who needs education when you have ASP.NET experience
>>
>>128990309
Thanks for the link. Very interesting.
Don't over-think everything; just like make game instead.
>>
>>128994604
As long as it's Monday somewhere in the world, you're not too late.
>>
>his engine is not using ECS

just stop before you embarrass yourself senpai
>>
>>128990309
I'm only 20 minutes into the talk you linked and I'm already realizing just how many wrong ideals I hold.
Thank you.
>>
I got super drunk last night and applied to a PhD program
Help
>>
>>128995935
What's the PhD in?
>>
>>128995980
Computer Science
I submitted a picture of K&R as my unofficial transcript
>>
Whats the best way to prevent normies from playing my game?
>>
>>128996467
Make an anime game
>>
>>128996492
Was literally just about to type that.
>>
>>128996467
lots of text
complicated gameplay
minimal graphics
>>
>>128996467
Why would you do that?
>>
>>128996467
Allergic to money?
>>
>>128996467
ASCII graphics. Difficult to learn controls.
>>
>>128996645
I don't want them ruining my fanbase
>>
>>128995935
there are many worse things to do while drunk

>>128996467
why do you care who plays your game?
>>
>>128966884
Wombat
>>
>>128996467
Add pregnant lolis hanging from the ceiling on meathooks.
>>
>>128996467
The game is not about sports
>>
>>128996690
>free game
>money
>>
>>128972228
>falling for the tracker meme
>>
>>128972228
>2016
>any tracker that isn't adlib

holy shit that chip sounds so good why didn't I know about this before
>>
>>128972228
DUde.
It's not gonna look 100% like a retro game. Why do you care so much about fidelity?
>>
>>128996852
>why do you care who plays your game?
>>128996846
>>
>>128996467
A intro section that isn't intuitive. The game can work fine from a mechanical standpoint, but if there is a intro section, thats where most players quit.
I.E Dwarf fortress
>>
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>>128997062
>implying you'll have a fanbase
Unless you're already very well established which is entirely possible given the kind of people who've been here before
>>
>>128996467
Made the game look like grand strategy at first sight.
>>
>>128989862
>>128990282
Every time.
>>
>think of a game to make
>realize the scope would be too big for one person
>make it smaller
>think it wouldn't be fun if that simple
>repeat endlessly

JUST
>>
>>128997403
LIKE
>>
>>128997493
MAKE
>>
>>128978485
Make the camera orbit the character and have it look at the character, too.
>>
>>128997551
ANIME
>>
>>128997551
GAME
>>
>>128997551
GAME
>>
Quick aggy-doggy, think of your favorite twin-stick shooter. What did it do to make you enjoy it so much?
>>
>>128997551
THE CAMERA ORBIT THE CHARACTER AND HAVE IT LOOK AT THE CHARACTER, TOO.
>>
>>128997580
>>128997584
>>128997591
My game will be 1/3rd anime, and 2/3rd game.

>>128997621
With an orbiting camera
>>
>>128997607
I can't think of one I enjoyed
>>
>>128997607
my two dicks
>>
>>128997607
tons of weapons and different enemies
had to use the enviroment to my advantage
had no escapes so you had to actually be careful not to corner yourself
>>
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>>128972774

game: Apotheosis
dev: Meneer Guus
tools: GameMaker
website: twitter.com/apotheosisgame
progress: + Finished up bonus room
+ Game difficulty is now influenced by playing style
+ Added harder enemy variants
+ New enemy dying/exploding animations
+ Went from 470mb RAM usage to 12mb
+ Still more juice
>>
>>128997607
it had le retro rixel graphics
>>
>>128997680
>1/3rd anime 2/3rd game
The golden ratio of gamedev
>>
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since when are there so many people for recap monday
>>
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>>128972774
game: Simple RTS
dev: Hippie
tools: LibGDX, TIled
website:
progress:
+ Made scrolling independent of FPS
+ Selection box now functions correctly
+ Camera movement with arrow keys implemented
+ Improved mouse panning
- Put even less time in this week than last week ( < 2hrs)
>>
>>128998012
It might be hard for nodevs like you to understand, but people are just like making games right now.
>>
>>128998012
Fake whodev progress
>>
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>>128972774
game:shmup game
dev:icantdrawdev
tools:gm, gimp
website:n/a
progress:
+reworked aiming
+reworked movement
-minor progress with char customization
-added crappy, dodgy ai
>>
>>128997607
Simple but challenging
not procedurally generated levels
Fun boss
Endless
>>
What was that guy called again? Tommy Kawasaki?
>>
>>128998069
better a nodev than a whodev
>>
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>>128998012
the whodevs are returning for their upblog points on redditumblr, we have to burn the recap again, or get another pedo game on there so they'll shitpost about being associated with pedos until the thread disintegrates and they leave
>>
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>>128975243
How did you go about doing collisions in your game? I made a maze-type game in LibGDX and it was the thing I struggled with the most. When you walked up to walls in my game you would be able to look right through them at certain FOVs. Looks good by the way, good luck with it in the future.
>>
>>128998162
nodevs are also whonodevs
>>
Any Zbrush users out there? I'm new to the whole modeling/3D aspect. I know having a shit ton of reference, the more the better, but if I wanted to model my own head for practice, how many reference images should I have at minimum? I have to take all these images with a cellphone cam, or maybe this other camera I got, but I'm not expecting professional level quality to model from.
>>
>>128998097
>>128998162
>>128998229
I'm sorry you're too busy shitposting to notice progress posts, but most of the people replying to the Monday Recap have posted a few times in the past week.
>>
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Hey guys i thought i'd upload my orchestral instruments that i use for PS1/N64/indie music, mostly for the beginners here who aren't sure on how to start making music. I think this will really help.

You can download it here:
http://malexdev.tumblr.com/post/137410386063/orchestralrpg-soundfont-pack-for-composers

Here's some examples using only these sounds:
https://dl.dropboxusercontent.com/u/184452157/Minuet%20in%20G.mp3
https://dl.dropboxusercontent.com/u/184452157/Dungeon%20Spook.mp3
https://dl.dropboxusercontent.com/u/184452157/Buccaneer%27s%20Den.mp3

I was hoping the next OP could include the link here, or maybe someone could put it up on that github page if it's still being updated.

So what do you guys think?
>>
Where is your god now, Slipstream?
https://www.youtube.com/watch?v=Qw6IPhM1Niw
>>
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scrapping pong to do a chip-8 adventure for zelda jam, I feel I'm ready
>>
>>128994950
bullshit
>>
>>128996467
>turn based
>you have to press more than two buttons
>there are words in it
>single player
>ugly graphics (or anime artstyle, but that's a bit redundant)

I'm going with the latter desu senpai.
>>
>>128998306
Huge thanks, will test it
>>
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Would it be possible to still make body customization sliders even with low poly models? Or would it just look like shit.
>>
>>128998531
I'll make one for you right now.
>>
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>>128998526
>can barely make pong in assembler
>wants to do a full blown RPG in assembler as next project
>>
>tfw installing gta v
>tfw your game will never be distributed on 7 double layered DVDs which your fanbase will happily overpay for and install by millions
>>
>>128998649
I have made bigger projects in other assembly languages, but zelda jam will be my first jam. I want to dedicate all time to do it, instead of practicing doing a basic pong game
>>
>>128998631
High poly model customisation looks like shit so I assume low poly will look like shit as well.
>>
>>128998631
Sure, there'd just be a limit on the extremes you can do while maintaining a certain polygon density
>>
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>>128998526
>assembly game

godspeed anon, you have seen the light
>>
>>128998631
As long as you make the models with that in mind, yeah, it's possible.
>>
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>>128998517
>hey that Slipstream game looks like a better version of the game I have on my phone
>i'm going to buy it
>>
In making a simple multi-player game for mobile, how important is it to do cheat-prevention?
Should I run every single thing on the server, or can I get away with just doing the "shared information" things on the server?
>>
>>128998517
looks like shit desu
>>
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>>128998826
thanks, it's slightly intimidating but I like a good challenge
>>
>>128998526
>gamedev in assembly
Literally why? No, seriously, what's the idea here?
>>
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I just want to finish my base model so I can start fucking coding again
Having stat ticks in certain situations tie to animation loops is stalling things so much when I'm too stubborn to leave something only half-finished
>>
>>128998932
authoritative server + hiding data from clients + obfuscating important client data
>>
>>128999051
>continuing to post underage girls
So assembly really is for pedos?
>>
>wake up
>think "I could make some stuff in Source today"
>remember what happened any other time I made anything ever
man im already mad before im even fully awake

>>128997607
I have never enjoyed a twin-stick shooter, I find them disorienting
>>
>>128987491
>all progress is seen as negative
>>
>>128966884
the StG-44
>>
>>128999164
>2015 agdg.png
>>
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>>128987958
>is ECS a trick

OOP is the trick, created by commies, for commies
>>
>>128987491
this looks fucking juicy
Nice job m8.
>>
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>>128999075
It's not any assembly, chip-8 is the simplest architecture for making games, and it's fun coding in a lower level. You think more about mechanics, data, precision rather than fluff. Not that there's anything wrong with more advanced tools

>>128999143
She's of age familio
>>
>>128999075
hes gonna port it to the N64
>>
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Holy shit. I finally figured out how to get a decent flight path going.
>>
>>128999379
C++ is such a qt dressed like mario
>>
>>128999523
REBUILD UR LIGHTINGG
AAAAAAAAAAAAAAAAAAAAA
>>
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>>128999378
Welcome to 2016
>>
>>128999523
Smooth
>>
>>128969401
>other people just want to see you happy and living a life you can sustain
Lies
>>
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>>128999523
how are you doing that? I'm asking for research purposes ofc
>>
>>128999606
I've personnally stopped posting recap because I wasn't working on it anymore to prepare my final exam. I'll come back in four month
>>
Hey guys I did game dev for around a year a while ago, used to post here. Glad to see nothing is still happening, good thing I didn't pursue this any further ;)
>>
>>128999606
no I expect great things from 2016
>>
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>>128969401
>other people want to see you happy
Most of them really don't. They try to pull you down to feel better about themselves.
>>
>>128999575
this guy gets it
>>
>>128969401
>other people just want to see you happy and living a life you can sustain
Lies like this are why people go on to shoot up post offices.
>>
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>>128999606
I literally forgot it's 2016 already. Fuck.
>>
>>128999606
i remember once posting on the recap monday with a really shitty platformer i was making and had like 20 people follow my tumblr in a day

/agdg/, quality not even once
>>
>>128999892
The other day, I signed some document "Dec 2015"

I think I'm just gonna kill myself one of these days
>>
>>128999773
>>128999883
sounds like you need better friends
>>
>>128999773
>go into steamchat
>get put down and unwelcome
>>
>>128999575
>>128999607
thank

>>128999661
I converted the waypoint coordinate world space into local space and split them up then converted them into radians and plugged them into Input. Though my aircrafts are not physics based at all so I don't think it'll work in your case.
Is that webm AI? I'm curious how you did that with physics based movement.
>>
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>>129000052
"you need better firneds", quoth the rabid /agdg/ shitposter.
>>
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>>128999493
might just make it for android tbf
>>
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>>128999770
2015 saw the death of most enginedevs. I assume they still exist somewhere but most of them don't post any more. I'm looking forward to seeing slipstream in 2016 but I can't see anything else.

>>128999892
>.png

>>129000052
Have you shown any of your friends your crappy, earlier game dev projects? My "friends" just called mine terrible because they don't want me to succeed. I assumed this was the norm.

>>129000163
That place is a sicrekt club
>>
>>129000386
>Have you shown any of your friends your crappy, earlier game dev projects?
WHERE ARE THE TRAINS MAN
YOU SAID THERE WOULD BE TRAINS
>>
>>128999606
i did not mean 2016
progress was seen negatively in 2015 but wont be in 2016 or so I hope
>>
>>129000386
>Have you shown any of your friends your crappy, earlier game dev projects?
My first game, like a decade ago when I was 13, I put on a cd and went round houses with my friend trying to sell it

We sold nothing, but we told everyone in school the next day how we made ยฃ200

God it was shite too
>>
>>129000519
>progress
>seen negatively
>ever
Please stop throwing all these delusions into the thread. Progress has always been, and will always be, a wonderful thing.
>>
Where's that anon with the Castlevania-ish game?

I like his webms.
>>
>>129000652
>Please stop throwing all these delusions into the thread
the irony
>>
First game, third person combat heavy exploration game: Unity, Unreal or other?
>>
>>129000826
>First game
If you have experience coding in anything else, Unity due to JS/US being piss-simple.
Otherwise, UE for Blueprint.
>>
>>129000671
was bullied out of agdg because his progress was seen negatively
>>
>>129000671
Which one? There's been lots.
>>
>>129000194
>split them up then converted into radians
????

the AI uses the same fly-by-wire controls the player does, then it literally just rolls and pitches towards the target point using a simple proportional controller

avoidance is done using a raycast along the movement vector and turning away from the intersection point if any is found

it's extremely stupid and I'm struggling to find a better way to do it
>>
>>129000826
You like C++ and have a good pc? UE4

You like C# not so good pc and want to concentrate on making your game rather than making engine/technicall stuff? Unity

You want to go full retard? GameMaker
>>
>>129000826
Haskell
>>
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>>129000624
>We sold nothing, but we told everyone in school the next day how we made ยฃ200
Fake it till you make it.
Or until you kill yourself in despair.

>>129000826
Your first game should not be a large scale project or you doom yourself to failure.
>>
Any Lร–VE devs here?
>>
>>129000826
Your own engine running on your own CPU designed with VHDL.
>>
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>>129000923
welcome to autopiloting solutions

you're not gonna solve a problem that Macdonnal-Douglas and Northrup-Grumman haven't already

>mfw my friends tell me to do something and I have to tell them "no there are genuine conceptual problems with that, if you want to keep asking for it, take it up with either Lockheed or Aristotle because they'll both tell you to fuck off just the same"
>>
>>129001018
>You like C++ and have a good pc? UE4
Is Unreal that bloated? Or why is that?

>>129001097
>large scale project
It's not, we're planning about 3 months of work. I know it's going to take a bit more though.

>>129001079
>>129001224
ayy
>>
>>128969307
It's important that dark characters don't just have their skin palette swapped. Hair and other features need to be changed too.
>>
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>>129000923
Sorry I was meant to say I split them up into 2 angles pitch and yaw using Inverse Tan on the local coordinates. Though I dont think my solution is worth anything to you since It's only a flight path solution. not really a AI obstacle avoidance.

Here's a BP solution for what I did.
>>
>>129001126
used to toy with it but I absolutely hate how it handles oop
>>
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>>129001285
Memory leaks ahoy
>>
>>129001468
But Lua doesn't handle OOP.
>>
>>129000826
Source SDK

>>129001350
G A N G U R O M E M E S
>>
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Working on status effect indicator.
Its kinda shit but I'll get it functional first before I worry about it looking good.
>>
>>129001285
It's not bloated but their editor requires a good pc otherwise you will get very frustrated because of unresponsive UI/long loading times and so on
but if you have a good pc you can make good progress due to live preview materials/re-compiling during preview and other great features
>>
>>129001468
>how it handles oop
but it doesn't? and that's more of an issue with lua isn't it
>>
how do I code in libgdx stuff like menues/GUI movements?
>>
>>129001468
>he's one of those people that use oop
I feel sorry for you, anon.
>>
>>129001564
>Trying to 3D dev on a machine with less than 16GB of RAM
You shouldn't do that anyway. Given, I usually have Zbrush, Photoshop, 3DS Max, Vivaldi and Unity all open at once on 16GB and only ever hit 65%.
>>
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>>128972774
game: LightGame (working title)
dev: LightDev
tools: GameMaker: Studio
website: lightandshadowdev.tumblr.com
progress: + more light sources added (still search lights, laser pointers)
+ More sprites
+ More levels
+ Made a hub for level selection
~ May have retconned whatever story was there
~ Final Boss(tm) worked on
>>
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>>129001285
>It's not, we're planning about 3 months of work. I know it's going to take a bit more though.
>third person combat heavy exploration game
Your first game should be something incredibly simple if you've never made one before. You learn a lot about the game design process and realise certain aspects you didn't think about. I wish you the best if you're set on a 3rd person shooter but you are against the odds in terms of whether you will finish it or not.
>>
Any character modelers have any advice for a newbie?
>>
>>129001660
oop is not suitable for scripting
lua is a scripting language, you write individual behaviours, not objects
>>
>>129001715
They same way you would in anything else, just with LibGDX
>>
>>129001645
>quicktime events
>>
>>129001942
Give up while you're ahead
>>
>>129001715
do it yourself or use swing2d

a gui at its most basic is just:
>mouse clicked within rectangle
>something happens
>>
>>129001942
Give up immediately.

I wish I did.
>>
>>129001628
>>129001660
Yup, talking about lua.
One day pyglet will have documentation and this day we'll actually be able to use a decent oop language to make games
>>
>>129001645
nigga u alive oh boy u alive woo baby u alivee!!
>>
>>129001715
S C E N E 2 D U I
https://github.com/libgdx/libgdx/wiki/Scene2d
>>
how do you keep a game simple but still fun to play?
>>
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>>129002056
>>
>>129001926
Nah, our idea is quite simple, just a few skills for puzzles and combat. Map design and modelling is probably going to be the hard job.
>>
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>>129002056
>python
>>
https://www.youtube.com/watch?v=Av8sn7BXLxE

thread theme
>>
>>129002114
Challenge the player with your simple gimmicks
>>
>>129002196
>>129002130
>not knowing about pypy
kill yourself my men
>>
>>129001126
I use it, have anything in particular you want to ask?
Unless you actually want somebody that develops love, in which case you should probably get on irc
>>129001950
That's an odd attitude.
You can do anything in any language, and defining behavior is at the core of OOP, at least imo
>>
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>>129001285
>>129000826
This reminds me of that "studio" I worked with a few years back. Y'know, the one that folded five minutes into the project because it was infested with incompetent ideas guy bullshit and had absolutely no concept of scope. The one where you played as a wheelchair-bound man with some degenerative disease and somehow we had to make it work like Devil May Cry.
>>
>>129002114
Add story

>>129001867
It was pretty much a nightmare trying to do anything with 8GB of RAM. I upgraded a few weeks ago to 24GB and it was worth it.
>>
>>129001956
>>129002029
>>129002086
No, I mean when you click a button and it slides to other position or you click a button and a list appear sliding from the top.
>>
>>129002163
>our idea is quite simple
Famous last words.

If your game isn't simple as shit you're going to run into Unforseen Consequences(tm)
>>
>>129002305
Defining behaviour is at the core of programming, period. The core of OOP is defining objects.
>>
>>129001468
This

It's just such an empty library. You need to download cameras, scene management, collision detection, physics, everything from the community wiki. Even object oriented programming, jesus.

>inb4 just code it yourself
>>
>>129001906
>that cropped fanart

my sides
>>
>>129002114
keep the number of mechanics to a minimum, but increase the complexity or fidelity with which they can be used

e.g. in a platformer, start having smaller platforms or moving platforms. in a simple FPS, have more enemies, or varying cover. etc.
>>
>>129002305
you can do OOP in lua, some people have done it, I think supcom uses OOP lua for its scripting

it's not a great way to go about using lua, given it's intended purpose, is what I'm saying

supcom has it's entire(!) game logic implemented in lua btw, where oop makes more sense
>>
>>129001906
You're actually getting fanart now? Cool!
Wait...is that cropped on purpose....
>>
>>129002528
Yes, anon.
>>
https://youtu.be/A3sHFBCXR3I?t=58
>>
>>129002308
But we have a limited scope and are very conscious about new ideas creeping into the game. Meaning most of the ideas are going into the idea shelf for future projects and what we want to do is going to be defined from start.
>>
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>>129001942
Make your game first person so you can avoid having to make your character.

>>129002163
Do you have a website / tumblr / email / anything? I am going to check it out a month from now and if it's still working you will be remembered in /agdg/ lore as the people who made it.

>>129002353
You mean something like this slider but with more "juice"? That's scene2D.
>>
>>129001950
>>129002420
You can do anything you want in Lua and you're wrong. You can use OOP in Lua just fine.
>>
>>129002308
>wheelchair-bound man with some degenerative disease and somehow we had to make it work like Devil May Cry.

>Gun-Kata with a mechanized wheelchair hacked to run on a motorcycle engine.

You should've continued.
>>
>>129002642
You can but it sucks
>>
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needed to work out the proportions of the character and the world and such to inform the backend stuff. maybe a bit of a mockup of the sort of feel too. I am not sure how detailed the worlds will be really. hero guy is just first thing that came to mind and maybe isn't main character.

also that is the native resolution of the game and everything else will have letter box and such to suit.
>>
>>129002601
>tfw no one will make porn art of my game because it's not furry enough
>>
>>129002510
Not him, but there's no reason not to use OOP in Lua. It's just that most people implement OOP pretty poorly, using metatables instead of closures.

>>129002642
I was just trying to combat the notion that OOP should always be used whenever possible, which is what that anon was implying.
>>
>>129002628
>Do you have a website / tumblr / email / anything?
Not yet, but I will come back to this thread or hide in shame forever :^)
>>
>>129002421
>the free market of libraries wont be better than a single developer pumping out all of those things by himself
fucking liberals

>>129002673
you're retarded. look at this https://github.com/rxi/classic how can you say this sucks? it doesnt get fucking simpler than this
>>
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>spend 3 days trying to solve bug without success
>feeling demotivated, do nothing but art for the next few days
>go back to code, solve bug in 30 minutes
We're all gonna make it, brahs.
>>
>>129002707
post game; receive porn
>>
>>129002734
Like, why would you ever purposefully implement nominal OOP when you can do structural OOP?
>>
>>129002734
>no reason not to

because it's more effort for no gain?
>>
>>129002734
>Not him, but there's no reason not to use OOP in Lua. It's just that most people implement OOP pretty poorly, using metatables instead of closures.
you're retarded. either way is fine
>>
>>129002754
Does your project have a name?
>>
>>129002657
I actually envisoned it as a sort of modern Resident Evil (it was intended to be horror genre), with the wheelchair-ness justifying tank controls. If it had to get actioney, being more RE4 than RE2 was something I'd have been down for.

But no, he really did want to reconcile Cuhrayzee style comboing combat with a guy who is in a wheelchair.

>>129002627
That doesn't mean that what you have written down isn't dumb already.
>>
>>129002916
"No gain" is a pretty strong claim. I'm heavily on board for ECS for most games, but OOP has its place.

>>129002931
Closures give you encapsulation and structural subtyping. Metatables don't give you encapsulation and they use nominal subtyping.
>>
>OOP

nice meme
>>
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>>128972774
game: Hellbreaker
dev: Enhex
tools: Urho3D, Blender, my own level editor.
website: http://enhex.itch.io/hellbreaker
progress: Bullet tracers, bullet impact sparks, muzzle flash, blood splashes, blood stains, HUD hands placeholder, better fireball placeholder, gameplay balancing, optimizations and more.
https://www.youtube.com/watch?v=kLSY2y11-Fw
>>
>>129002809
Anyone who has ever coded has experienced this.
>>
>>129002305
0.10.0 introduced official mobile support. Any experience with it?
Also, any good resources to read up on fun trickery I can do with lua/Lร–VE? Like the stuff they used to put on the community blog.
>>
>just like make game
>just like make lots of progress
>just like find out there are already games exactly like yours except better

https://www.youtube.com/watch?v=cJwsJXbS_Ok
>>
>>129001645
Is that Undertale?
>>
>>129003112
>I'm heavily on board for ECS for most games
kill yourself

>Closures give you
wheres your game?
>>
>>129003112
a script is a thing that an object calls back into in order to gain externally defined behaviour, it makes no sense for the script to be an object itself

you write functions and store data, you don't need objects
>>
>>129003158
Yes, and it feels great.
Just trying to share the positivity.
>>
>>129003158
literally this desu faะผ
>>
>>129002794
>ad hominem
what I mean by "it sucks" is not that it is hard / complex but rather feature-poor and limited.
>>
>>129003224
Nice meme.

>>129003230
If you're using something like LOVE, where Lua is the host language itself, there's plenty of reason to use OOP.
>>
>>129003247
I know.
>>
>>129003065
>That doesn't mean that what you have written down isn't dumb already.
Rude desu. We're planning it as a learning experience, not like we want to release BSET GAEM EVUR!!1! as our first. We want to finish something that can be played though.

>>129002937
Nope.
>>
>>129003230
Using objects you can pass in an object from your main program into the script. It is a very natural and reasonable thing to do.
>>
>>129002305
Oh, yeah, one more question. How the fuck do I profile performance?
>>
>>129003317
>my 2d platformer needs super complex features guysssss
wheres your game?
>>
>OOP in lua

say goodbye to your performance
>>
>>129003213
are you DDrevolution dev ? don't lose hope.
>>
>>129003317
Only if you use metatables instead of closures.
http://lua-users.org/wiki/ObjectOrientationClosureApproach
>>
>>129002057
I was never not alive, hon.

>>129001974
You wanna fight about it nerd boy huh? I'll bop you good, kiddo. Come on, slap me around a little tough guy. Twist my nipples.

>>129003218
I think you forgot your reading glasses, grandpa.
This is the new hotness.
>>
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>>129003447
>lua
>at all
>>
>>129000386
>friends
>try to bring you down and want you to fail

If these are your friends, you don't have any friends.
>>
>>129003530
theres no real alternative for a beginner who wants to implement easy scripting
>>
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>>129003530
lua is the cutest language
>>
>>129003204
Only with the android port
IMO they still haven't nailed the porting process, there are still a bunch of things that are rough around the edges like highdpi and packaging, but it does work. Just prepare to ask questions on IRC, BobbyJones is the main guy doing android iirc
also for blogs, adn and kikito both have good articles
https://github.com/adonaac/blog
http://kiki.to/
>>
>>129003528
>hon

its over
>>
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STOP TALKING ABOUT LUA YOU FUCKING UNEDUCATED RETARDS ARE TRIGGERING THE FUCK OUT OF ME HOLY SHIT FUCK YOUUUUUUUUUUUU HOW MUCH DISINFORMATION CAN A GROUP OF PEOPLE OUTPUT IN SO LITTLE TIME WHY IS EVERYONE SO FUCKING DUMB STOPPP STOP STOPS TOP STOPS TOPTSOPTSOPOTSPOTSPOPTSO
>>
>>129003447
If you use the closure approach you get more features and it's faster. Just uses a little more memory.
>>
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>>129003350
>Rude desu.
Get fucked.

>>129003543
There is no person in existence who does not try to bring you down and want you to fail except my big-ish boss at work, she's nice and is genuine
>>
>OOP
No Anonymous stop!
>>
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>>129003530
>implying lua is bad
>>
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i pressed some wrong shortcut in blender and a weird cube appeared inside my model
what is it and how do i get rid of it
>>
>>129003818
then show her your game
>>
>>129003852
OOP is a tool. It has its uses. I just wouldn't use it for game objects.
>>
http://vocaroo.com/i/s0Ue9pFsSRnj

Good for cyberpunk mystery style game?
>>
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>>129003758
>>hon
it's only beginning

>>129003872
>quadrilateral polygons with non-parallel sides
>n-gons that aren't completely flat
can you stop
>>
>>129003456
My game is set in the underworld, has a pixel-art style, and has lots of black humor. Everyone is going to think it's a clone of Lisa or Undertale, but I've never even played them.
>>
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>>129004027
there are no n-gons i j
>>
Where is my Vulkan game?
>>
>>129004190
Hopoo, is that you?
>>
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>>129003350
>Nope
Well then how can I know it's you.

>>129003543
Is your friend circle incredibly supportive? These things get played off as joking around or "banter" but it's quite clear why people insult each other like this. If you make a big change in your life (lose loads of weight, get a great job etc etc) you start to see a lot of your "friends" fade away. In my opinion if you think your friends all support you, you clearly haven't had to rely on many of them or tried to self improve in a major way. I'd love to hear some examples of why you think your friends are all nice people.
>>
>>128990309
>We're gonna work for it for another one or two years. Nah, one year, not two.
>2ยฝ years later the game isn't out

yoooo rofl
>>
>>129004259
just hid a vertex
>>
Any resources for coding a UDP client/server protocol?
>>
is it possible to just put your game on greenlight with no one knowing about it and getting greenlit?
>>
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>>129003945
>showing your boss things from outside of work

>>129004259
4-sided polygons count as n-gons because they have the capability of not being flat, thus distorting textures or causing wonky collision and whatnot

in a 4-sided polygon, this can be avoided by ensuring that opposing sides are parallel in all dimensions, but yours there are not and so your polygons "twist" slightly, which could cause problems in the future

always use tris unless you're 100% sure a polygon will be completely flat
>>
>>129003736
Those look like some good resources, thanks!
What about >>129003370 ?
>>
>>129004426
Yeah
>>
>>129003370
So there are a bunch of visual profilers for love
https://love2d.org/forums/search.php?keywords=profiler&terms=all&author=&sc=1&sf=firstpost&sr=posts&sk=t&sd=d&st=0&ch=300&t=0&submit=Search
but they're all dog-slow because they all use debug.sethook

luajit 2.1-beta has a much better sampling profiler built into it but since it's not released yet you'll have to find a way to use it
on arch linux it was as simple as installing it manually over the system-provided package but I think on windows/macos you'd have to recompile love
>>
>>129004190
play them then, and try to avoid similarities.
>>
return to /g/
>>
>>129004637
No
>>
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>implementing ECS system into my game with libgdx
>ok cool I have components for position, velocity, collision, graphics...
>now for adding functionality
>...
>I can put code in the update function of classes
>but I can't call it from the entity system because entities don't know what instance they belong to
>I could list all the game objects with functionality in my game class and update them from there
>but then I can't remove them when I destroy the objects without making the object list global
>>
>>129003872
I believe it's a physics collider from the game engine. Try to find out how to disable that.
>>
>>129004573
Thank you <3
>>
What color should I paint the walls of my devroom?
>>
>>129004441
>more shitty 1st year full sail "game design" school advice
FUCK OFF REEK
>>
>>129004807

Red so there won't be much clean up
>>
>>129002828
Sorry mate I can't have my game associated with a lust for porn
>>
>>129004747
ECS is a meme. You should be using OOP

>>129004807
captcha asked to select orange so i suggest you paint orange
>>
>>129004747
Surely OOP is better because your unit / enemy / building etc. is an object in your game? It just makes it easier to think about in my opinion
>>
>>129004903
>Make game
>Release game
>Make porn expansion
>Release porn expansion for free if you buy the base game
>Roll in the dough
>>
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>>129004747
You need systems.
The ones I have in my game are static methods that take in the components of my level and work on them.
>>
>>129004747
http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013
>>
>>129002114
I think it's all about finding a good set of mechanics that make the game deep, but not complex.

Take rocket league for example. You have:

1. A car that drives like a car would
2. The car can jump, and then double jump
3. The car has a boost/thruster that lets it fly and control mid-air.

Now add the ball and you've just made a game that is deep because of how much control and possibilities you have with these 3 mechanics alone.

Rocket league is simple as fuck. It's car soccer. But it's a hard game to master because of 3 mechanics alone.

On the other side of the spectrum you have games like simulators that are complex because of how much formulas and items/abilities you have to know about to get the full experience, but once you know and remember these things the game might be very simple and not deep at all. Think of starcraft for example. All these units and tactics make you believe it's about outsmarting your enemy, when really it's all about being extremely efficient and quick with your hands to push out as many units as you can. I'm exaggerating but you get the point.
>>
>>129004913
Depends. OOP is more appropriate for certain games, ECS is more appropriate for other games. Though yes, if he's having trouble he should reevaluate his needs.

>>129005062
OOP shouldn't be used for that purpose, that's putting the cart before the horse. OOP should be for facilitating code reuse only.
>>
>>129004637
/dpt/ is fucking trash now. All it is are a bunch of faggots posting anime, posting traps, NOT posting code, barely posting anything related to programming at all, and OS/language wars. I'd have a more intelligent conversation talking to my dick.
>>
>>129005159
>>129005172
>To make a character jump, first the keyJump field of the Input data is checked. If it is true, the system will look through the contacts contained in the Collider data and check if there is one with the ground. If so, it will set the Velocity's y field to make the character jump.

But how does the entity in the system know that it belongs to a player instance? Player is a class, and entity is one of its fields, but the entity doesn't know it belongs to Player. It only knows its components.

Should there be a component that says what type an entity is? Like an enum with PLAYER, ENEMY, PROJECTILE, etc.
>>
>>129004386
My friends aren't all incredibly supportive hug-bears, but that's a far cry off them trying to sabotage me and telling me what I'm doing is shit.
>>
>>129003370
https://gist.github.com/perky/2838755 this one works really well for me
>>
>>129004441
>not using quads for nice edge flow

stop

just stop
>>
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Tweaking some stuff, I think that I have the look almost down. You might notice a lack of antialias and screen effects but that's because my computer died and I'm on gma 900 graphics.
>>
>>129005536
No, an entity's "type" should arise from its components. A certain set of components and their data will lead to certain behaviour due to the systems, and that is all that can distinguish entities.

So no, you wouldn't have a tagging component that generic. A component that deals with input would also tell how that input should be gathered (from the player? from the network? from a replay? from the AI? etc.)
>>
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>>129005518
> OOP should be for facilitating code reuse only.
KILL ME I WISH THE PEOPLE IN THIS THREAD WOULD ALL DIE HOLY FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
>>
>>129005632
Thanks mate!
>>
>>129005748
>using quads that aren't flat
if your compiler doesn't make your computer burst into flames when you finally use that shitpile, I'm just gonna torch your place myself
>>
>>129005804
http://c2.com/cgi/wiki?OopNotForDomainModeling
>>
>>129005940
>simulations where OBJECTS with STATE and BEHAVIOR exist
>somehow OOP, a 1 to 1 mapping between the actual simulation and code, shouldnt be used
kill yourself
>>
Anyone with any experience making a street fighter-like? How do you do hitboxes
>>
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>>129005536
>Player is a class, and entity is one of its fields
I think this might be incorrect. In the image I linked, there are no classes for different objects. An entity is really only a collection of components related to each other through a GUID id (see pic). The system works on any entity in the Entity list (which is just a Guid and a Component enum flag value) with the correct component flag value by updating each component with the entity's guid as the key. I store each component in its own dictionary with a guid key and component type value:
>>
>>129005804
How about you prove them wrong, instead of screaming like a child about it? Jesus.

I'm an uber-novice programmer, so I'm not pretending to know better than any of you guys, but christ, try actually telling people why they're wrong if they are.
>>
>>129005930
he never said about making them not flat.
>>
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Who is this fluid druid?
>>
>>129006075
The problem of defining entities in games is how to reuse parts of entities to make others, so that you don't repeat yourself. Sometimes OOP is the best way to do this, sometimes ECS is. Something else could be, too.

Objects have state and behaviour. Just because something has state and behaviour doesn't mean it's best modeled using an object, especially if "object" refers to the language's specific implementation (which is usually Simula shit).
>>
>>129005518
>OOP shouldn't be used for that purpose
Do you have any resources explaining this? I need to know how to git gud and I'd be thankful if you can point me in the right direction.

>>129005537
Show them your game right now and see what they say. Also tell them how many hours you have invested into it.
>>
>>129006196
its hopeless, these are the kinds of thing syou learn with experience. teaching people experience is literally impossible. they have to go through it to understand why theyre wrong. so right now all i can do is get mad
>>
My wrist is tingly, I guess no more deving for today...
>>
>>129006267
Who is this piston mechanic?
>>
>>129006227
He did make them not flat though. Holy fuck.
>>
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I want to make a basic 3D game where I play as a 3D ball, and move him with the arrow keys and advance a level every time I touch a green box. What do I do first? I assume render the ball in blender, but do I need Unity, and if I do, Can I get that in Debian Linux?
>>
>>129006345
Give >>129005940 a gander.

>>129006375
Fuck off.
>>
>>129006340
not needing to repeat yourself is overrated, especially if youre making an indie game
>>
>>129006482
yea
>>
>>129006169
Why dont you do a
Dictionary<Type, Dictionary<Guid, Labelcomponent>> ?
then you can do
thatdic.Put(YourNewComponent.class, new Dic)
and thatdic.Get(AnimationComponent.class)

then you have one nice dictionary instead of thousand small ones
>>
>>129006454
How do you know? It's not like it's visible form the image he posted.
>>
>>129006387
>smash fist into keyboard
>can't feel wrist or hand for a while
devving at any time was a mistake

shoulda just asked my sister to teach me to draw as a kid and gotten into fursmut instead
>>
>>129002056
we could, like, just implement love2d in pygame/pyglet or something like that
>>
>>129006345
I don't have a game
>>
>>129006563
.... I didn't think of it.
Would having a dictionary of dictionaries impact performance poorly?
>>
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>>129003726
>mfw reading PIL 3rd edition and there's literally an example where it says "Lua is cute"
>>
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>>129006375
>>129006503

>>129006563
It wouldn't improve anything, and it would harm performance.
>>
>>129006375
>so right now all i can do is get mad
Or you could, you know, just write a post telling them why they're wrong. That is, if you actually have an opinion.
>>
>>129006596
It is visible. There is a visible twist on some of the polygons. Get stabbed, please.
>>
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>>128989862
>>128989341

Look up pen & paper RPG adventure modules for more inspiration.
Volendo puoi fare un thread su /tg/ per ottenere mappe di dungeon. Buona fortuna, anono.
>>
>>129006698
>>129006675
it wouldnt hurt performance and code would be cleaner
even unity does it like that
thats why you can do GetComponent<ComponentClass>() there
>>
>>129006729
ive written many, like

>>129006503 but whos gonna understand this? im saying that not repeating yourself is overrated and that you should actually repeat yourself a lot if you're making an indie game. no one is going to listen to me no matter what i say because they dont have experience. what do you want me to do? force them to agree with me?
>>
>>129006646
>isn't doing anything productive in his spare time
>his friends like him
That's the point of what I'm saying. You start to see the real nature of other people when you start to grow past them as a person. The easiest example for this would be how people who revise for exams get called nerds, tryhards etc by those who can't be bothered. They don't want other people to succeed.
>>
>>129006768
>There is a visible twist on some of the polygons
Nope.
>>
Would it be legal to pack some of the Unreal Tournament 4 maps into my first person shooter being made on the Unreal Engine?

Though I think I might need to modify the maps to work with my movement system. But they'd still be very similar to the UT4 product.

Would there be any issues with copying maps from other multiplayer games in general?
>>
>>129006808
Stop speaking Esperanto motherfucker, this is a Cantonese board, we speak Manchurian here.
>>
>>129003726

I'm going to marry Lua!
>>
>>129006632
Develop
>>
>>129006923
Try writing both out. You'll quickly see that the dictionary doesn't improve anything, and actually hurts in more than just performance terms, since now every component type has to have a common superclass that you downcast from.

>>129006675
Don't listen to this guy.
>>
>>129007049
you can copy the idea of a map, you can't copy the actual map

I'm not sure what license the ut4 content is under, maybe they allow it, shoot epic an email to be sure
>>
>>129007187
So is it alright to have all the dictionaries in a container class instead? Or is that adding some sort of overhead that I could do better to avoid?
>>
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Started the Zelda Jam. I'm making it isometric. I managed to make it so the walls change to half height when the player (or any objects) are near the wall.
>>
>>129007051
ไธใ€่ฒด
>>
>>129007293
You can't do any better than what you currently have without using more efficient structures than dictionaries.
>>
>>129004747
if you're on the jvm anyway why are you implementing your own ecs? use artemis-odb or ashley
>>
>>129007051
๊ฐœ์ƒˆ๋ผ.
>>
>>129007293
>>129007391
And what you currently have is probably close to optimal in terms of code clarity.

I'd actually not have a container just for the dictionaries, and for each system only pass in the dictionaries that it needs. For example:
>updatePhysics(masks, positions, velocities)
>>
>>129007120
I saw her first!
>>
>>129007391
Do you have any suggestions for more efficient structures? I'm not married to the idea of dictionaries, I just thought they were a pretty performant hashtable in c#
>>
>>129007556
้Ÿ“ๅ›ฝใฎ็Šฌ
>>
>>129007030
>m-maybe if i ignore it ill go away

brb buying a gun
>>
I am going to marry Haskell !!!
>>
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game: unity project 6
dev: velddev
tools: Photoshop, Unity
website: http://www.twitter.com/velddev
progress: + Redone sprites
+ Added shaders
~ Tweaked trail effect
>>
>>129007559
>I'd actually not have a container just for the dictionaries, and for each system only pass in the dictionaries that it needs. For example:

What the fuck that sounds so obvious when you point it out.
>>
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Ok im ready to make games
>>
>>129007651
Using sparse arrays (where the entity is the index) or packed, indirected arrays (where the entity is the index into the indirection table) a la http://bitsquid.blogspot.ca/2011/09/managing-decoupling-part-4-id-lookup.html

>>129007801
I know, it's unfortunate that for my "implementation" article I packed them all up into a single structure for no reason.
>>
>>129007291
So if I made a map that was pretty much identical to the source material in terms of layout and mechanics but made by me from scratch, just referencing the original map, and using my own texture and model assets, would that be copying the map, or just copying it's idea?
>>
>>129007758
http://lmgtfy.com/?q=ue4+system+requirements&l=1
>>
>>129007340
silhouette or fade out maybe instead?
>>
>>129007652
๋…๋„๋Š” ์šฐ๋ฆฌ๋•…!!!!!!!

https://www.youtube.com/watch?v=f6I5aWAO1PU
>>
>>128971037
There is RequireComponent to make sure the component is there, but I dont believe a similar function exists to require a child object. Maybe run a transform.Find from your component to check if the prefab is child and disable the script if it's not?
>>
>>129007852
i cant wait to play your "render a triangle on screen then give up" game!
>>
>>129007852
m8 all you need to do is download Unity 3D
>>
>>129007852
>SICP
he fell for the functional meme.
>>
>>129007862
that would be your map

that said copyright is very much related to whether anyone bothers to enforce it

if it's some map from an ancient game nobody cares about you'll probably be safe
>>
>>129007651
>>129007860
Oh, and the big benefit is faster iteration. The once-indirected array should provide speedups when the component is relatively rare and thus leads to a very sparse bare array, if you can iterate over the packed array underneath.
>>
>>129007013
I guess we live in two different worlds.
>>
>>129007340
That's cool, anon. Are you making a classic Zelda-ish action RPG but isometric?
>>
>>129007870
Yeah, found the page right after I posted it.

Looks like probably not, unfortunately. I have a quad-core and a good enough video card, but only 4 gigs of ram

Well, at least I'll always have game maker
ha... ha... life is suffering
>>
>>129007997
ALL YOU NEEDED TO DO WAS FOLLOW THE DAMN TRAIN CJ
>>
>>129007959
Haha keep fooling yourself, anon.

I managed to write my own rendering engine and have probably released more games than you.
>>
>>129007860
>sparse arrays (where the entity is the index) or packed, indirected arrays

hooo boy. I went through 4 years of CS and I have no idea what this means. I'm the living version of the CS graduate meme. I'll read the article you linked and start googling around. Thanks a lot buddy.
>>
>>129007932
Out of my clay, cockroach
>>
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>>129008063
It's become quite clear we aren't going to convince each other. Good luck with your game or whatever you are here for.
>>
>>129007892
I'll play with some other ways maybe, but I kinda like how this looks.

>>129008065
Yeah, I think so. I haven't really thought much about mechanics yet.
>>
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>>129008340
And good luck to you. I'm just here for some interesting game dev discussion.
>>
>>129008147
You could get an 8GB set or ram sticks for pretty cheap these days.
>>
From an experienced programmer's perspective, this thread has been the worst I've seen on /agdg/ in ages. At least it's better than random shitposting but holy shit every one of you is a bad programmer and I wouldn't have you on my team. There's maybe one other guy here who's reasonable. The rest of you are pathetic. You should be ashamed of yourselves desu
>>
>>129008564
like I told the other guy

how about you offer some advice?
>>
>>129008564
Good, I don't want to be on your team.
>>
>>129008564
Which guy, then
>>
>>129008564
We all have to start somewhere, friend.
>>
>>129008564
What defines a bad programmer?
>>
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>>129008324
์—ฟ๋จน์–ด!!!!
>>
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No matter how many times you fail, never give up, /agdg/.

If you aren't falling flat on your face every now and then, then you aren't innovating enough.
>>
>>129008481
I suppose I should mention I'm using a laptop
>>
>>129008564
>he fell for the OOP meme
must be ruff
>>
>>129008662
look in the mirror
>>
>>129008706
or you're just terrible, like me
>>
>>129008638
i already offered a lot of advice like >>128990309 and >>129006503

>>129008656
this guy >>128991419

>>129008662
lack of experience
>>
>>129008738
If you can't change the RAM in your laptop, you made a pretty big mistake.
>>
>>129008065
>classic Zelda
>action RPG

You need to get right the fuck out of this thread, now.

Unless you're talking about AoL and AoL only.
>>
>this is the result of AGDG being linked into /dpt/

Go back to /g/
>>
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I think it would be a good time to get some feedback on my christmas ski game. Would you guys like to try it if I post a demo tonight? It's nothing too fancy but there're two little quests to do and about 12 candy cane speed upgrades to find (you start slow and become fast).

early concept https://www.youtube.com/watch?v=3ktzBR9IWu4
>>
>>129008706
>4 stabilizers
>not a Fibonacci number like 5
should of copied nature elon, flowers know more than you
>>
>>129008706
if that was my rocked i would've made it so it doesn't fall like that
>>
>>129008965
>the supports clearly just failed, letting it tip over
>SHOULDA DONE MEMES FOR THE THING THAT ACTUALLY DID NOT FAIL, HUH
>>
>>129008018
Would being a map from Halo change anything? Because I know Microsoft is fucky.
Going for the Combat Evolved maps at first, but I would like to do the other game's maps eventually.

Also do I need to plan my game out to have every feature I want from the beginning, or can I add stuff as I go?
Like it I wanted to could I just start making a basic game, then later add in stuff, like an interface that lets players change game rules without having to edit configs and such, or would I need to plan those features in from the beginning?
>>
New THREAD!
>>
>>129008564
>implying i'm a programmer
I just use Source d00d

>>129009163
instead of trying to lawyer around it, why not just make your own fucking stuff
>>
>>129008894
>the guy that simply regurgitates definitions is the best programmer here
Programmers have to be able to make decisions.
>>
>>129008706

I'm innovating hard with my shitty twin-stick shooter
>>
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>>129008953
You don't get to bring progress
>>
>>129008894
>lack of experience
That's a literal non-issue, nobody choses to lack experience, it's just something everyone has to go through at least once in their lives.

On the other hand being a dick is a choice people make, keep that in mind.
>>
>>129009343
>the guy who isnt wrong is the best programmer
thats how bad this thread was
>>
>>129009396
>a bloo bloo bloo why r ppl mean 2 me 4 bein shit @ wat i do ;_;

being shit at everything is the choice you made, you don't get to escape the consequences
>>
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>>129008430
I went with the top-down approach to the genre. Have yet to figure what I really want to do with it though.
>>
>>129008953
Sure, might as well play it before you give up on it.
>>
>>129009396
when you're reading people give bad advice to each other lack of experience matters a lot. and fuck you fucking mongoloid
>>
>>129009535
Aren't you the same guy who wrote these?
>>129005804
>>129006375
>>129006503
>>129006563
>>129006923
You were definitely the most wrong programmer around.
>>
>>129009535
which advice has been bad so i know to avoid it
>>
>>129009504
>>129009535
Well, where are your games? :^)
>>
>>129009242
here you go:
>>129009648
>>129009648
>>129009648
new thread
newt
>>
>>129009665
i wrote the first 3
>>
>>129009858
You're still dumb, then.
>>
>>129009504

Fuck off Phil Fish, post your game.
>>
>>129009910
alright anon
>>
>>129008564
Care to give a short explanation of what exactly you're getting at? The whole OOP debate?
>>
>>129009507
aaaaaaa those sprites look too nice
>>
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>>128972774
game: Cerberus (Working title)
dev: Anon
tools: UE4
website: upcoming
progress: Finished weapon randomization protoype and started inspection menu
>>
>>128983536
More cyberpunk is always good.
>>
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>>129006267
WORST GIRL
>>
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>>129009507
>cc0
That's fuckin neat
Thread posts: 816
Thread images: 165


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